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01-09-2023, 06:56 PM
(This post was last modified: 01-09-2023, 06:58 PM by MasterGy.)
but it's good that I remember! I hope I'm not too late. 1 square is made up of 2 triangles, right? It really doesn't matter how we divide it into two! "exact_deep" works correctly if you draw the triangles this
way.
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(01-09-2023, 06:53 PM)OldMoses Wrote: (01-09-2023, 05:26 PM)james246 Wrote: Using vector math would really open up some possibilities. Definitely over my head but this seems like the way to go for a good 3d physics engine.
You already are, truth be told. The only difference is your code handles the vectors as individual x/y/z components.
The main possibility is less overall typing and more succinct code. It's just a matter of thinking of those individual components as whole objects and writing some subroutines to handle the individual components of those objects.
I notice your SUB processterrain is doing just that. In the DO...LOOP, it's mostly scalar multiplications of, and additions to vectors, which could be SUB'ed out to something that would handle the grunt work. All that would be needed is a vector TYPE, say...
TYPE Vector
x AS SINGLE
y AS SINGLE
z AS SINGLE
END TYPE
A subroutine to do the multiplications
SUB MultVec (v as Vector, m AS SINGLE)
v.x = v.x * m
v.y = v.y * m
v.z = v.z * m
END SUB
Then just DIM AS Vector vec1, vec2, vec3 ' in the SUB
Suddenly:
x1 = x1 * scale1: y1 = y1 * scale1: 'z1 = z1 * scale1
x2 = x2 * scale1: y2 = y2 * scale1: 'z2 = z2 * scale1
x3 = x3 * scale1: y3 = y3 * scale1: 'z3 = z3 * scale1
becomes:
MultiVec vec1, scale1
MultiVec vec2, scale1
MultiVec vec3, scale1
Then you can do the same to the vector additions. Change shx, shy & shz to a single vector type: sh.x, sh.y & sh.z. Write a sub to add two vectors together:
SUB AddVec (v1 as Vector, v2 AS Vector)
v1.x = v1.x + v2.x
v1.y = v1.y + v2.y
v1.z = v1.z + v2.z
END SUB
Now:
x1 = x1 + shx: y1 = y1 + shy: z1 = z1 + shz
x2 = x2 + shx: y2 = y2 + shy: z2 = z2 + shz
x3 = x3 + shx: y3 = y3 + shy: z3 = z3 + shz
becomes:
AddVec vec1, sh
AddVec vec2, sh
AddVec vec3, sh
A little more upfront work for a big payoff in short code, more descriptive variable naming, etc.
Excellent advice. I didn't realize I was this close to something useful - it was just an experiment to see if I could establish some random uneven terrain and to use a single image for this terrain map. I'll update the code - Thank you!
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(01-09-2023, 06:56 PM)MasterGy Wrote: but it's good that I remember! I hope I'm not too late. 1 square is made up of 2 triangles, right? It really doesn't matter how we divide it into two! "exact_deep" works correctly if you draw the triangles this
way. Thanks for letting me know. I have two versions of this terrain. I think one is exactly like this. I tried the hex arrangement as well, which won't work because it's all triangles. But I can use the square version.
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Working towards implementing the 'exact deep' function. Not quite there yet, but I thought I'd share this update.
Hopefully I'll have more time to get through this today but probably not - kind of busy today.
Anyway this is the square version which matches the pattern needed for that function to work. I also added positioning info. So the next thing to do is set up the deep(x,x) array and start using that function.
Code: (Select All) '3d Terrain with grid lines - james2464 - Jan 2023
'Credit to 3D program and tutorial by MasterGy
Option _Explicit
Randomize Timer
Screen _NewImage(1000, 1000, 32)
Const pip180 = 3.141592 / 180
Dim Shared c(100) As Long
Dim scr, da, db, da2, dega, db2, degb, ss, ap, sqa
Dim sky_points, sky_image, actual_point, asq
Dim wx0, wy0, wz0, wx1, wy1, wz1, wx2, wy2, wz2, wx3, wy3, wz3, sx0, sy0, sx1, sy1, sx2, sy2, sx3, sy3
Dim mousex, mousey, mw, mouse_sens, vec_x, vec_y, vec_z, speed, moving
Dim sp3
Dim t, xm, ym
Dim Shared trx(5000), try(5000), trz(5000) 'terrain points
Dim Shared fr1(5000), fr2(5000), fr3(5000) 'terrain point groups
Dim Shared maxterrain
Dim Shared deep(4, 4)
Cls
colour1
Dim Shared floor1, wall1, wall2, ground1, ground2, sky1, cbx(20)
maketerrain
wall1 = _NewImage(500, 100, 32): makewall
wall2 = _NewImage(500, 100, 32): makewall2
ground1 = _NewImage(500, 500, 32)
ground2 = _NewImage(500, 500, 32): makeground
sky1 = _NewImage(750, 750, 32): makesky
For t = 0 To 10: cbx(t) = _NewImage(400, 400, 32): Next t: makepallette
Dim Shared tximage(200)
For t = 0 To 10: tximage(t) = _CopyImage(cbx(t), 33): Next t
tximage(11) = _CopyImage(ground1, 33)
tximage(12) = _CopyImage(wall1, 33) 'office wall solid
tximage(13) = _CopyImage(wall2, 33) 'office wall with 3 windows
Type mapobject
n As Integer 'object number
x As Single 'x origin
y As Single 'y origin
z As Single 'z origin
x1 As Single
y1 As Single
z1 As Single
x2 As Single
y2 As Single
z2 As Single
x3 As Single
y3 As Single
z3 As Single
x4 As Single
y4 As Single
z4 As Single
ix As Single 'image x
iy As Single 'image y
in As Integer 'image number - tximage()
End Type
Dim Shared raw(100) As mapobject, oo(900) As mapobject
'create texture point data array
Dim Shared tx(500, 19), txtot, rawtxtot
'objects and data points
Data 1,0,0,0,-1000,0,200,-1000,0,-200,1000,0,200,1000,0,-200,500,100,12: 'wall
Data 2,0,0,0,-4000,-4000,0,-4000,4000,0,4000,-4000,0,4000,4000,0,500,100,3: 'water
rawtxtot = 2: txtot = rawtxtot
'read data into array tx()
Dim t2
For t = 1 To txtot
For t2 = 1 To 19
Read tx(t, t2)
Next t2
'create 'raw' objects
raw(t).n = tx(t, 1): raw(t).x = tx(t, 2): raw(t).y = tx(t, 3): raw(t).z = tx(t, 4)
raw(t).x1 = tx(t, 5): raw(t).y1 = tx(t, 6): raw(t).z1 = tx(t, 7)
raw(t).x2 = tx(t, 8): raw(t).y2 = tx(t, 9): raw(t).z2 = tx(t, 10)
raw(t).x3 = tx(t, 11): raw(t).y3 = tx(t, 12): raw(t).z3 = tx(t, 13)
raw(t).x4 = tx(t, 14): raw(t).y4 = tx(t, 15): raw(t).z4 = tx(t, 16)
raw(t).ix = tx(t, 17): raw(t).iy = tx(t, 18): raw(t).in = tx(t, 19)
Next t
'object copies
Dim nn, nc, xc, yc, zc, ac
'nn = 1: nc = 1: xc = 0: yc = 0: zc = 400: ac = 0: objectcopy nn, nc, xc, yc, zc, ac 'wall
nn = 1: nc = 2: xc = 0: yc = 0: zc = 500: ac = 0: objectcopy nn, nc, xc, yc, zc, ac 'water
'create spectator
Dim Shared sp(6)
sp(0) = 0 'X position
sp(1) = 600 'Y
sp(2) = 400 'Z
sp(3) = 0 'looking in the direction of the observer XZ
sp(4) = 0 'looking in the direction of the observer YZ
sp(5) = 1 'multiplier X-Y see
sp(6) = 1 'multiplier Z see
'create screen
scr = _NewImage(1000, 1000 / _DesktopWidth * _DesktopHeight, 32)
Screen scr
_MouseHide
_FullScreen
_Dest scr
_DisplayOrder _Hardware , _Software
'sky install
da = 11 'resolution sphere X
db = 7 'resolution sphere Y
sky_points = da * db
Dim sky_points(sky_points - 1, 9), sq(sky_points - 1, 7)
'sky_image = _LoadImage("sky.jpg", 33)
sky_image = _CopyImage(sky1, 33)
For da2 = 0 To da - 1
dega = 360 / (da - 1) * da2 * pip180
For db2 = 0 To db - 1
degb = 180 / (db - 1) * db2 * pip180
ss = 4000
ap = da2 * db + db2
sky_points(ap, 0) = Sin(degb) * Cos(dega) * ss
sky_points(ap, 1) = Sin(degb) * Sin(dega) * ss
sky_points(ap, 2) = Cos(degb) * ss
Next db2
Next da2
For da2 = 0 To da - 2
For db2 = 0 To db - 2
sqa = da2 * db + db2
sq(sqa, 0) = sqa
sq(sqa, 1) = sq(sqa, 0) + 1
sq(sqa, 2) = sq(sqa, 0) + db
sq(sqa, 3) = sq(sqa, 2) + 1
sq(sqa, 4) = _Width(sky_image) - (_Width(sky_image) / (da - 1) * da2) - 1
sq(sqa, 5) = _Width(sky_image) - (_Width(sky_image) / (da - 1) * (da2 + 1)) - 1
sq(sqa, 6) = Int(_Height(sky_image) / (db - 1) * db2)
sq(sqa, 7) = Int(_Height(sky_image) / (db - 1) * (db2 + 1))
Next db2
Next da2
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
Do
_Limit 40
processterrain
processtextures
'draw sky *********************************************************************************
't = 1 'use for checkered sky
'rotating
For actual_point = 0 To sky_points - 1
sky_points(actual_point, 4) = sky_points(actual_point, 0)
sky_points(actual_point, 5) = sky_points(actual_point, 1)
sky_points(actual_point, 6) = sky_points(actual_point, 2)
r2m sky_points(actual_point, 4), sky_points(actual_point, 5), sky_points(actual_point, 6)
Next actual_point
For asq = 0 To sky_points - 1
wx0 = sky_points(sq(asq, 0), 4) + 0: wy0 = sky_points(sq(asq, 0), 5) + 0: wz0 = sky_points(sq(asq, 0), 6)
wx1 = sky_points(sq(asq, 1), 4) + 0: wy1 = sky_points(sq(asq, 1), 5) + 0: wz1 = sky_points(sq(asq, 1), 6)
wx2 = sky_points(sq(asq, 2), 4) + 0: wy2 = sky_points(sq(asq, 2), 5) + 0: wz2 = sky_points(sq(asq, 2), 6)
wx3 = sky_points(sq(asq, 3), 4) + 0: wy3 = sky_points(sq(asq, 3), 5) + 0: wz3 = sky_points(sq(asq, 3), 6)
sy0 = sq(asq, 6): sx0 = sq(asq, 4): sy1 = sq(asq, 7): sx1 = sq(asq, 4): sy2 = sq(asq, 6): sx2 = sq(asq, 5): sy3 = sq(asq, 7): sx3 = sq(asq, 5)
't = t * -1 'use for checkered sky
'If t > 0 Then 'use for checkered sky
_MapTriangle (sx0, sy0)-(sx1, sy1)-(sx2, sy2), sky_image To(wx0, wy0, wz0)-(wx1, wy1, wz1)-(wx2, wy2, wz2), , _Smooth
_MapTriangle (sx3, sy3)-(sx1, sy1)-(sx2, sy2), sky_image To(wx3, wy3, wz3)-(wx1, wy1, wz1)-(wx2, wy2, wz2), , _Smooth
'End If 'use for checkered sky
Next asq
' ****************************************************************************************************
_Display
'-------------------------------------------------------------
'mouse input axis movement and mousewheel
'-------------------------------------------------------------
mousex = mousex * .6
mousey = mousey * .6
mw = 0
While _MouseInput: mousex = mousex + _MouseMovementX: mousey = mousey + _MouseMovementY: mw = mw + _MouseWheel: Wend 'movement data read
'control spectator
mouse_sens = .0007 'mouse rotating sensitive
sp(3) = sp(3) - mousex * mouse_sens
sp(4) = sp(4) + mousey * mouse_sens
If Abs(sp(4)) > _Pi / 2 Then sp(4) = _Pi / 2 * Sgn(sp(4))
sp3 = sp(3) + (_KeyDown(Asc("d")) - _KeyDown(Asc("a"))) * 90 * pip180
vec_x = (Sin(sp3) * (Cos(sp(4) + _Pi)))
vec_y = (Cos(sp3) * (Cos(sp(4) + _Pi)))
vec_z = -Sin(sp(4) + _Pi)
If _KeyDown(Asc("a")) Or _KeyDown(Asc("d")) Then vec_z = 0
speed = 1.5 'moving speed
moving = Abs(_MouseButton(1) Or _KeyDown(Asc("w")) Or _KeyDown(Asc("a")) Or _KeyDown(Asc("d"))) * speed - Abs(_MouseButton(2) Or _KeyDown(Asc("s"))) * speed
sp(0) = sp(0) + vec_x * moving
sp(1) = sp(1) + vec_y * moving
sp(2) = sp(2) + vec_z * moving
_PutImage (0, 0)-(150, 150), ground1
'find current terrain location
xm = sp(0) / 50
ym = sp(1) / 50
If sp(0) > 3 And sp(0) < 498 Then
If sp(1) > 3 And sp(1) < 498 Then
Locate 11, 1
Print " "
Locate 11, 1
Print "X: "; xm
Locate 12, 1
Print " "
Locate 12, 1
Print "Y: "; ym
Circle (sp(0) / 3.33, sp(1) / 3.33), 1, c(1)
End If
End If
'deep(0, 0) = 10
'deep(1, 0) = 20
'deep(0, 1) = 30
'deep(1, 1) = 40
'deep-array now
' 10 20 0 0 0
' 30 40 0 0 0
' 0 0 0 0 0
' 0 0 0 0 0
' 0 0 0 0 0
'Print exact_deep(0, 0) '10
'Print exact_deep(0.5, 0) 'between 10 and 20
'Print exact_deep(.5, .5) 'between central 10,20,30,40 (central 25)
'If sp(0) > 465 Then sp(0) = 465
'If sp(1) > 465 Then sp(1) = 465
'If sp(0) < -465 Then sp(0) = -465
'If sp(1) < -465 Then sp(1) = -465
Loop Until _KeyDown(27)
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
Function exact_deep (x, y)
Dim x1, y1, x2, y2, p0, p1, p2, p3, aposx, aposy, q
x1 = Int(x): x2 = x1 + 1: aposx = x - x1
y1 = Int(y): y2 = y1 + 1: aposy = y - y1
p1 = deep(x2, y1)
p2 = deep(x1, y2)
If aposx * aposx + aposy * aposy < (1 - aposx) * (1 - aposx) + (1 - aposy) * (1 - aposy) Then
p0 = deep(x1, y1)
q = p0 + aposx * (p1 - p0) + aposy * (p2 - p0)
Else
p3 = deep(x2, y2)
q = p3 + (1 - aposy) * (p1 - p3) + (1 - aposx) * (p2 - p3)
End If
exact_deep = q
End Function
Sub r2m (x, y, z)
Dim x2, y2, z2
x2 = x - sp(0)
y2 = y - sp(1)
z2 = z - sp(2)
rotate_2d x2, y2, sp(3)
rotate_2d y2, z2, sp(4) + _Pi / 2
x = x2 * sp(5)
y = y2 * sp(5)
z = z2 * sp(6)
End Sub
Sub rotate_2d (x, y, ang)
Dim x1, y1
x1 = x * Cos(ang) - y * Sin(ang)
y1 = x * Sin(ang) + y * Cos(ang)
x = x1: y = y1
End Sub
Sub processtextures
Dim t, x, y, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4
For t = 1 To txtot
x1 = oo(t).x1: y1 = oo(t).y1: z1 = oo(t).z1
x2 = oo(t).x2: y2 = oo(t).y2: z2 = oo(t).z2
x3 = oo(t).x3: y3 = oo(t).y3: z3 = oo(t).z3
x4 = oo(t).x4: y4 = oo(t).y4: z4 = oo(t).z4
x = oo(t).ix: y = oo(t).iy
r2m x1, y1, z1
r2m x2, y2, z2
r2m x3, y3, z3
r2m x4, y4, z4
_MapTriangle (0, 0)-(0, y)-(x, 0), tximage(oo(t).in) To(x1, y1, z1)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
_MapTriangle (x, y)-(0, y)-(x, 0), tximage(oo(t).in) To(x4, y4, z4)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
Next t
End Sub
Sub processterrain
Dim t, t2, x, y, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4
Dim xx1, yy1, zz1, xx2, yy2, zz2, xx3, yy3, zz3, xx4, yy4, zz4
Dim flag, ct, scale1, shx, shy, shz, txm
flag = 0
ct = 0
scale1 = 1.
shx = 0 'shift x position
shy = 0 'shift y position
shz = 485 'shift z position
Do
ct = ct + 1
x1 = trx(fr1(ct)): y1 = try(fr1(ct)): z1 = trz(fr1(ct))
x2 = trx(fr2(ct)): y2 = try(fr2(ct)): z2 = trz(fr2(ct))
x3 = trx(fr3(ct)): y3 = try(fr3(ct)): z3 = trz(fr3(ct))
xx1 = x1: yy1 = y1
xx2 = x2: yy2 = y2
xx3 = x3: yy3 = y3
x1 = x1 * scale1: y1 = y1 * scale1: 'z1 = z1 * scale1
x2 = x2 * scale1: y2 = y2 * scale1: 'z2 = z2 * scale1
x3 = x3 * scale1: y3 = y3 * scale1: 'z3 = z3 * scale1
x4 = x4 * scale1: y4 = y4 * scale1: 'z4 = z4 * scale1
x1 = x1 + shx: y1 = y1 + shy: z1 = z1 + shz
x2 = x2 + shx: y2 = y2 + shy: z2 = z2 + shz
x3 = x3 + shx: y3 = y3 + shy: z3 = z3 + shz
x4 = x4 + shx: y4 = y4 + shy: z4 = z4 + shz
r2m x1, y1, z1
r2m x2, y2, z2
r2m x3, y3, z3
txm = 11
_MapTriangle (xx1, yy1)-(xx2, yy2)-(xx3, yy3), tximage(txm) To(x1, y1, z1)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
If ct >= maxterrain Then flag = 1
Loop Until flag = 1
End Sub
Sub objectcopy (nn, nc, xc, yc, zc, ac)
Dim ct, t, t2, xt, yt
ct = 0
For t = 1 To rawtxtot
If raw(t).n = nc Then
ct = ct + 1
t2 = txtot + ct
oo(t2).n = nn: oo(t2).x = xc: oo(t2).y = yc: oo(t2).z = zc
xt = raw(t).x1: yt = raw(t).y1: xyrotation xt, yt, ac: oo(t2).x1 = xt + xc: oo(t2).y1 = yt + yc: oo(t2).z1 = raw(t).z1 + zc
xt = raw(t).x2: yt = raw(t).y2: xyrotation xt, yt, ac: oo(t2).x2 = xt + xc: oo(t2).y2 = yt + yc: oo(t2).z2 = raw(t).z2 + zc
xt = raw(t).x3: yt = raw(t).y3: xyrotation xt, yt, ac: oo(t2).x3 = xt + xc: oo(t2).y3 = yt + yc: oo(t2).z3 = raw(t).z3 + zc
xt = raw(t).x4: yt = raw(t).y4: xyrotation xt, yt, ac: oo(t2).x4 = xt + xc: oo(t2).y4 = yt + yc: oo(t2).z4 = raw(t).z4 + zc
oo(t2).ix = raw(t).ix: oo(t2).iy = raw(t).iy: oo(t2).in = raw(t).in
End If
Next t
txtot = txtot + ct
End Sub
Sub xyrotation (x, y, a)
Dim xt, yt, h, h1, h2, xt2, yt2
xt = x: yt = y
h = _Hypot(yt, xt)
h1 = _Atan2(xt, yt)
h2 = h1 - a
xt2 = Sin(h2) * h
yt2 = Cos(h2) * h
x = xt2
y = yt2
End Sub
Sub makefloor
Dim t, x1, y1
Cls
Line (0, 0)-(500, 500), c(18), BF 'floor background
For t = 1 To 6000
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500): PSet (x1, y1), c(0)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500): PSet (x1, y1), c(2)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500): PSet (x1, y1), c(3)
Next t
'_Display
_PutImage (0, 0)-(500, 500), 0, floor1, (0, 0)-(500, 500)
'Sleep
End Sub
Sub makewall
Dim t, x1, y1
Cls
Line (0, 0)-(500, 100), c(7), BF 'wall background
For t = 1 To 6000
x1 = Int(Rnd * 500): y1 = Int(Rnd * 100): PSet (x1, y1), c(8)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 100): PSet (x1, y1), c(9)
Next t
'_Display
_PutImage (0, 0)-(500, 100), 0, wall1, (0, 0)-(500, 100)
_ClearColor c(0), wall1
'Sleep
End Sub
Sub makewall2
Dim t, x1, y1
Cls
Line (0, 0)-(500, 100), c(7), BF 'wall2 background
For t = 1 To 6000
x1 = Int(Rnd * 500): y1 = Int(Rnd * 100): PSet (x1, y1), c(8)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 100): PSet (x1, y1), c(9)
Next t
Line (70, 25)-(150, 75), c(0), BF
Line (210, 25)-(290, 75), c(0), BF
Line (350, 25)-(430, 75), c(0), BF
'_Display
_PutImage (0, 0)-(500, 100), 0, wall2, (0, 0)-(500, 100)
_ClearColor c(0), wall2
'Sleep
End Sub
Sub makeground
Dim t, x1, y1
Cls
Line (0, 0)-(500, 500), c(40), BF 'ground background
For t = 1 To 55
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 30, y1 - 30)-(x1 + 30, y1 + 30), c(41), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 50, y1 - 50)-(x1 + 50, y1 + 50), c(42), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 20, y1 - 20)-(x1 + 20, y1 + 20), c(43), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 20, y1 - 20)-(x1 + 20, y1 + 20), c(44), BF
Next t
For t = 1 To 7500
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
PSet (x1, y1), c(41)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
PSet (x1, y1), c(42)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
PSet (x1, y1), c(43)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
PSet (x1, y1), c(44)
Next t
'Line (5, 5)-(495, 10), c(31), BF
'Line (5, 495)-(495, 490), c(32), BF
'Line (490, 5)-(495, 495), c(33), BF
'Line (5, 5)-(10, 495), c(34), BF
_PutImage (0, 0)-(500, 500), 0, ground2, (0, 0)-(500, 500)
For t = 1 To maxterrain
Line (trx(fr1(t)) - 1, try(fr1(t)))-(trx(fr2(t)) - 1, try(fr2(t))), c(34)
Line (trx(fr1(t)), try(fr1(t)))-(trx(fr2(t)), try(fr2(t))), c(34)
Line (trx(fr2(t)) - 1, try(fr2(t)) - 1)-(trx(fr3(t)) - 1, try(fr3(t)) - 1), c(34)
Line (trx(fr2(t)), try(fr2(t)))-(trx(fr3(t)), try(fr3(t))), c(34)
Line (trx(fr3(t)), try(fr3(t)) - 1)-(trx(fr1(t)), try(fr1(t)) - 1), c(34)
Line (trx(fr3(t)), try(fr3(t)))-(trx(fr1(t)), try(fr1(t))), c(34)
Next t
'_Display
_PutImage (0, 0)-(500, 500), 0, ground1, (0, 0)-(500, 500)
'Sleep
End Sub
Sub makeground2
Dim t, x1, y1
Cls
Line (0, 0)-(500, 500), c(20), BF 'ground background
For t = 1 To 50
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 30, y1 - 30)-(x1 + 30, y1 + 30), c(42), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 50, y1 - 50)-(x1 + 50, y1 + 50), c(41), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 20, y1 - 20)-(x1 + 20, y1 + 20), c(40), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 20, y1 - 20)-(x1 + 20, y1 + 20), c(41), BF
Next t
'Line (5, 5)-(495, 10), c(31), BF
'Line (5, 495)-(495, 490), c(32), BF
'Line (490, 5)-(495, 495), c(33), BF
'Line (5, 5)-(10, 495), c(34), BF
_Display
_PutImage (0, 0)-(500, 500), 0, ground1, (0, 0)-(500, 500)
Sleep
End Sub
Sub maketerrain
Dim t, s, x, y, x1, y1, p, q, p2, ct, ct2, flag
Dim xt, yt, xh, yh, vc
Cls
'Line (0, 0)-(500, 500), c(20), BF 'background
t = 0
x1 = 500: y1 = 500
s = 50
'create points (trx,try,trz)
For x = 0 To x1 Step s
For y = 0 To y1 Step s
t = t + 1
xt = Abs(x): yt = Abs(y)
'trx(t) = x - s: try(t) = y - s
trx(t) = x: try(t) = y
If x > 0 And x < x1 Then
If y > 0 And y < y1 Then
trz(t) = 0 - Int(Rnd * 15)
xh = Abs(trx(t) - x1 / 2)
yh = Abs(try(t) - y1 / 2)
vc = _Hypot(xh, yh)
vc = 250 - vc
'If vc < 200 Then trz(t) = trz(t) - (Int(Rnd * vc)) / 3
trz(t) = trz(t) - (Int(Rnd * vc / 4))
End If
End If
Next y
Next x
'_Display
'Sleep
'create point groups (fr1,fr2,fr3)
p = Int(x1 / s) + 1
q = Int(y1 / s) - 1
p2 = p * q
t = -1
flag = 0
ct = 0
x = 0
Do
For x = 1 To p - 1
t = t + 2
fr1(t) = x + ct
fr2(t) = x + ct + 1
fr3(t) = x + ct + p
fr1(t + 1) = x + ct + 1
fr2(t + 1) = x + ct + p
fr3(t + 1) = x + ct + p + 1
Next x
ct = ct + p
If ct > p2 Then flag = 1
Loop Until flag = 1
maxterrain = t + 1
'Cls
't = t + 1
'For ct = 1 To t
'Print fr1(ct), fr2(ct), fr3(ct)
'Next ct
Cls
For t = 1 To maxterrain
Line (trx(fr1(t)), try(fr1(t)))-(trx(fr2(t)), try(fr2(t))), c(1)
Line (trx(fr2(t)), try(fr2(t)))-(trx(fr3(t)), try(fr3(t))), c(1)
Line (trx(fr3(t)), try(fr3(t)))-(trx(fr1(t)), try(fr1(t))), c(1)
Next t
'_Display
'Sleep
End Sub
Sub makesky
Dim t, y, m
Cls
y = 750
For t = 1 To y
m = 255 * ((750 - t * .65) / 750)
c(99) = _RGBA(200, 200, 255, m)
Line (0, t)-(750, t), c(99)
Next t
'For t = 0 To 750 Step 25 'longituge lines
'Line (t, 0)-(t, 750), c(1)
'Next t
'For t = 0 To 750 Step 25 'latitude lines
'Line (0, t)-(750, t), c(1)
'Next t
'_Display
_PutImage (0, 0)-(750, 750), 0, sky1, (0, 0)-(750, 750)
'Sleep
End Sub
Sub makepallette
Dim t
For t = 0 To 10
Cls
Line (0, 0)-(400, 400), c(t), BF
_PutImage (0, 0)-(400, 400), 0, cbx(t), (0, 0)-(400, 400)
'_Display
'Sleep
Next t
End Sub
Sub colour1
c(0) = _RGB(0, 0, 0)
c(1) = _RGB(255, 255, 255)
c(2) = _RGB(35, 25, 10)
c(3) = _RGB(10, 45, 65)
c(4) = _RGB(40, 50, 10)
c(5) = _RGB(0, 25, 75)
c(6) = _RGB(45, 35, 20)
c(7) = _RGB(150, 150, 150)
c(8) = _RGB(125, 125, 125)
c(9) = _RGB(100, 100, 100)
c(10) = _RGBA(75, 75, 75, 151)
c(11) = _RGB(0, 0, 0)
c(12) = _RGB(35, 25, 10)
c(13) = _RGB(0, 45, 85)
c(14) = _RGB(40, 50, 10)
c(15) = _RGB(0, 25, 75)
c(16) = _RGB(55, 25, 30)
c(17) = _RGB(175, 175, 175)
c(18) = _RGB(100, 100, 100)
c(20) = _RGB(20, 30, 15)
c(31) = _RGB(255, 255, 255)
c(32) = _RGB(255, 0, 0)
c(33) = _RGB(0, 255, 255)
c(34) = _RGB(155, 155, 0)
c(40) = _RGBA(45, 20, 25, 45)
c(41) = _RGBA(50, 50, 30, 50)
c(42) = _RGBA(20, 30, 15, 50)
c(43) = _RGBA(75, 45, 15, 50)
c(44) = _RGBA(40, 60, 30, 50)
c(45) = _RGB(50, 50, 30)
c(46) = _RGB(20, 30, 15)
c(47) = _RGB(55, 45, 15)
c(48) = _RGB(40, 50, 10)
End Sub
Posts: 230
Threads: 25
Joined: Aug 2022
Reputation:
23
Getting closer, but not quite accurate yet. I think I can figure this out to make it precise. At times it seems to follow in the opposite direction, so this is probably just a map error.
Once I get it fully sorted out I'll start over with better coding. It's a mess right now
Code: (Select All) '3d Terrain with grid lines - james2464 - Jan 2023
'Credit to 3D program and tutorial by MasterGy
Option _Explicit
Randomize Timer
Screen _NewImage(1000, 1000, 32)
Const pip180 = 3.141592 / 180
Dim Shared c(100) As Long
Dim scr, da, db, da2, dega, db2, degb, ss, ap, sqa
Dim sky_points, sky_image, actual_point, asq
Dim wx0, wy0, wz0, wx1, wy1, wz1, wx2, wy2, wz2, wx3, wy3, wz3, sx0, sy0, sx1, sy1, sx2, sy2, sx3, sy3
Dim mousex, mousey, mw, mouse_sens, vec_x, vec_y, vec_z, speed, moving
Dim sp3
Dim t
Dim Shared trx(5000), try(5000), trz(5000) 'terrain points
Dim Shared fr1(5000), fr2(5000), fr3(5000) 'terrain point groups
Dim Shared maxterrain
Dim Shared deep(1000, 1000), ed(4)
Dim Shared xm, ym, xm2, ym2
Dim Shared blx, bly, blz, bla, fx, or1(5)
Cls
colour1
Dim Shared floor1, wall1, wall2, ground1, ground2, sky1, cbx(20)
maketerrain
wall1 = _NewImage(500, 100, 32): makewall
wall2 = _NewImage(500, 100, 32): makewall2
ground1 = _NewImage(500, 500, 32)
ground2 = _NewImage(500, 500, 32): makeground
sky1 = _NewImage(750, 750, 32): makesky
For t = 0 To 10: cbx(t) = _NewImage(400, 400, 32): Next t: makepallette
Dim Shared tximage(200)
For t = 0 To 10: tximage(t) = _CopyImage(cbx(t), 33): Next t
tximage(11) = _CopyImage(ground1, 33)
tximage(12) = _CopyImage(wall1, 33) 'office wall solid
tximage(13) = _CopyImage(wall2, 33) 'office wall with 3 windows
Type mapobject
n As Integer 'object number
x As Single 'x origin
y As Single 'y origin
z As Single 'z origin
x1 As Single
y1 As Single
z1 As Single
x2 As Single
y2 As Single
z2 As Single
x3 As Single
y3 As Single
z3 As Single
x4 As Single
y4 As Single
z4 As Single
ix As Single 'image x
iy As Single 'image y
in As Integer 'image number - tximage()
End Type
Dim Shared raw(100) As mapobject, oo(900) As mapobject
Dim Shared moo(900) As mapobject
'create texture point data array
Dim Shared tx(500, 19), txtot, rawtxtot, mootxtot
'objects and data points
Data 1,0,0,0,-1000,0,200,-1000,0,-200,1000,0,200,1000,0,-200,500,100,12: 'wall
Data 2,0,0,0,-4000,-4000,0,-4000,4000,0,4000,-4000,0,4000,4000,0,500,100,3: 'water
Data 3,0,0,0,-.1,-.1,0,.1,-.1,0,-3,-3,-9,3,-3,-9,100,100,7: 'block
Data 3,0,0,0,-.1,.1,0,.1,.1,0,-3,3,-9,3,3,-9,100,100,7: 'block
Data 3,0,0,0,-.1,-.1,0,-.1,.1,0,-3,-3,-9,-3,3,-9,100,100,5: 'block
Data 3,0,0,0,.1,-.1,0,.1,.1,0,3,-3,-9,3,3,-9,100,100,4: 'block
Data 3,0,0,0,3,-3,-9,3,3,-9,-3,-3,-9,-3,3,-9,100,100,3: 'block top
rawtxtot = 7: txtot = rawtxtot
'read data into array tx()
Dim t2
For t = 1 To txtot
For t2 = 1 To 19
Read tx(t, t2)
Next t2
'create 'raw' objects
raw(t).n = tx(t, 1): raw(t).x = tx(t, 2): raw(t).y = tx(t, 3): raw(t).z = tx(t, 4)
raw(t).x1 = tx(t, 5): raw(t).y1 = tx(t, 6): raw(t).z1 = tx(t, 7)
raw(t).x2 = tx(t, 8): raw(t).y2 = tx(t, 9): raw(t).z2 = tx(t, 10)
raw(t).x3 = tx(t, 11): raw(t).y3 = tx(t, 12): raw(t).z3 = tx(t, 13)
raw(t).x4 = tx(t, 14): raw(t).y4 = tx(t, 15): raw(t).z4 = tx(t, 16)
raw(t).ix = tx(t, 17): raw(t).iy = tx(t, 18): raw(t).in = tx(t, 19)
Next t
'object copies
Dim nn, nc, xc, yc, zc, ac
'nn = 1: nc = 1: xc = 0: yc = 0: zc = 400: ac = 0: objectcopy nn, nc, xc, yc, zc, ac 'wall
nn = 1: nc = 2: xc = 0: yc = 0: zc = 500: ac = 0: objectcopy nn, nc, xc, yc, zc, ac 'water
'moveable object copies
nc = 3: xc = 250: yc = 250: zc = 450: ac = 0: moocopy nc, xc, yc, zc, ac 'block
'create spectator
Dim Shared sp(6)
sp(0) = 250 'X position
sp(1) = 400 'Y
sp(2) = 430 'Z
sp(3) = 0 'looking in the direction of the observer XZ
sp(4) = 0 'looking in the direction of the observer YZ
sp(5) = 1 'multiplier X-Y see
sp(6) = 1 'multiplier Z see
'create screen
scr = _NewImage(1000, 1000 / _DesktopWidth * _DesktopHeight, 32)
Screen scr
_MouseHide
_FullScreen
_Dest scr
_DisplayOrder _Hardware , _Software
'sky install
da = 11 'resolution sphere X
db = 7 'resolution sphere Y
sky_points = da * db
Dim sky_points(sky_points - 1, 9), sq(sky_points - 1, 7)
'sky_image = _LoadImage("sky.jpg", 33)
sky_image = _CopyImage(sky1, 33)
For da2 = 0 To da - 1
dega = 360 / (da - 1) * da2 * pip180
For db2 = 0 To db - 1
degb = 180 / (db - 1) * db2 * pip180
ss = 4000
ap = da2 * db + db2
sky_points(ap, 0) = Sin(degb) * Cos(dega) * ss
sky_points(ap, 1) = Sin(degb) * Sin(dega) * ss
sky_points(ap, 2) = Cos(degb) * ss
Next db2
Next da2
For da2 = 0 To da - 2
For db2 = 0 To db - 2
sqa = da2 * db + db2
sq(sqa, 0) = sqa
sq(sqa, 1) = sq(sqa, 0) + 1
sq(sqa, 2) = sq(sqa, 0) + db
sq(sqa, 3) = sq(sqa, 2) + 1
sq(sqa, 4) = _Width(sky_image) - (_Width(sky_image) / (da - 1) * da2) - 1
sq(sqa, 5) = _Width(sky_image) - (_Width(sky_image) / (da - 1) * (da2 + 1)) - 1
sq(sqa, 6) = Int(_Height(sky_image) / (db - 1) * db2)
sq(sqa, 7) = Int(_Height(sky_image) / (db - 1) * (db2 + 1))
Next db2
Next da2
blx = 325: bly = 250: blz = 490
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
Do
_Limit 40
moveblock
'or1(1) = 3: or1(2) = blx: or1(3) = bly: or1(4) = blz: or1(5) = .45: moorotate 'block
processterrain
processtextures
processmootextures
'draw sky *********************************************************************************
't = 1 'use for checkered sky
'rotating
For actual_point = 0 To sky_points - 1
sky_points(actual_point, 4) = sky_points(actual_point, 0)
sky_points(actual_point, 5) = sky_points(actual_point, 1)
sky_points(actual_point, 6) = sky_points(actual_point, 2)
r2m sky_points(actual_point, 4), sky_points(actual_point, 5), sky_points(actual_point, 6)
Next actual_point
For asq = 0 To sky_points - 1
wx0 = sky_points(sq(asq, 0), 4) + 0: wy0 = sky_points(sq(asq, 0), 5) + 0: wz0 = sky_points(sq(asq, 0), 6)
wx1 = sky_points(sq(asq, 1), 4) + 0: wy1 = sky_points(sq(asq, 1), 5) + 0: wz1 = sky_points(sq(asq, 1), 6)
wx2 = sky_points(sq(asq, 2), 4) + 0: wy2 = sky_points(sq(asq, 2), 5) + 0: wz2 = sky_points(sq(asq, 2), 6)
wx3 = sky_points(sq(asq, 3), 4) + 0: wy3 = sky_points(sq(asq, 3), 5) + 0: wz3 = sky_points(sq(asq, 3), 6)
sy0 = sq(asq, 6): sx0 = sq(asq, 4): sy1 = sq(asq, 7): sx1 = sq(asq, 4): sy2 = sq(asq, 6): sx2 = sq(asq, 5): sy3 = sq(asq, 7): sx3 = sq(asq, 5)
't = t * -1 'use for checkered sky
'If t > 0 Then 'use for checkered sky
_MapTriangle (sx0, sy0)-(sx1, sy1)-(sx2, sy2), sky_image To(wx0, wy0, wz0)-(wx1, wy1, wz1)-(wx2, wy2, wz2), , _Smooth
_MapTriangle (sx3, sy3)-(sx1, sy1)-(sx2, sy2), sky_image To(wx3, wy3, wz3)-(wx1, wy1, wz1)-(wx2, wy2, wz2), , _Smooth
'End If 'use for checkered sky
Next asq
' ****************************************************************************************************
_Display
'-------------------------------------------------------------
'mouse input axis movement and mousewheel
'-------------------------------------------------------------
mousex = mousex * .6
mousey = mousey * .6
mw = 0
While _MouseInput: mousex = mousex + _MouseMovementX: mousey = mousey + _MouseMovementY: mw = mw + _MouseWheel: Wend 'movement data read
'control spectator
mouse_sens = .0007 'mouse rotating sensitive
sp(3) = sp(3) - mousex * mouse_sens
sp(4) = sp(4) + mousey * mouse_sens
If Abs(sp(4)) > _Pi / 2 Then sp(4) = _Pi / 2 * Sgn(sp(4))
sp3 = sp(3) + (_KeyDown(Asc("d")) - _KeyDown(Asc("a"))) * 90 * pip180
vec_x = (Sin(sp3) * (Cos(sp(4) + _Pi)))
vec_y = (Cos(sp3) * (Cos(sp(4) + _Pi)))
vec_z = -Sin(sp(4) + _Pi)
If _KeyDown(Asc("a")) Or _KeyDown(Asc("d")) Then vec_z = 0
speed = .25 'moving speed
moving = Abs(_MouseButton(1) Or _KeyDown(Asc("w")) Or _KeyDown(Asc("a")) Or _KeyDown(Asc("d"))) * speed - Abs(_MouseButton(2) Or _KeyDown(Asc("s"))) * speed
sp(0) = sp(0) + vec_x * moving
sp(1) = sp(1) + vec_y * moving
sp(2) = sp(2) + vec_z * moving
_PutImage (0, 0)-(150, 150), ground1
'find current terrain location
xm = sp(0) / 50
ym = sp(1) / 50
xm2 = blx / 50
ym2 = bly / 50
If sp(0) > 3 And sp(0) < 498 Then
If sp(1) > 3 And sp(1) < 498 Then
Locate 11, 1
Print "Spectator"
Locate 12, 1
Print " "
Locate 12, 1
Print "X: "; xm
Locate 13, 1
Print " "
Locate 13, 1
Print "Y: "; ym
Print " "
Locate 14, 1
Print "SP Z: "; sp(2)
'Print " "
'Locate 14, 1
'Print "TR Z: "; exact_deep(xm, ym)
'Print " "
'Locate 15, 1
'Print "ALT: "; 500 - sp(2) + exact_deep(xm, ym)
Circle (sp(0) / 3.33, sp(1) / 3.33), 1, c(1)
End If
End If
'block
Locate 20, 1
Print "Indicator"
Locate 21, 1
Print " "
Locate 21, 1
Print "X: "; xm2
Locate 22, 1
Print " "
Locate 22, 1
Print "Y: "; ym2
Print " "
Locate 23, 1
Print "Z: "; blz
'Print " "
'Locate 24, 1
'Print "ED: "; exact_deep(xm2, ym2)
'Print " "
'Locate 25, 1
'Print "ALT: "; 500 - blz + exact_deep(xm2, ym2)
Circle (blx / 3.33, bly / 3.33), 1, c(32)
'Print exact_deep(0, 0) '10
'Print exact_deep(0.5, 0) 'between 10 and 20
'Print exact_deep(.5, .5) 'between central 10,20,30,40 (central 25)
Loop Until _KeyDown(27)
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
Function exact_deep (x, y)
Dim x1, y1, x2, y2, p0, p1, p2, p3, aposx, aposy, q
x1 = Int(x) + 1: x2 = x1 + 1: aposx = x - (x1 - 1)
y1 = Int(y) + 1: y2 = y1 + 1: aposy = y - (y1 - 1)
p1 = deep(x2, y1)
p2 = deep(x1, y2)
If aposx * aposx + aposy * aposy < (1 - aposx) * (1 - aposx) + (1 - aposy) * (1 - aposy) Then
p0 = deep(x1, y1)
q = p0 + aposx * (p1 - p0) + aposy * (p2 - p0)
Else
p3 = deep(x2, y2)
q = p3 + (1 - aposy) * (p1 - p3) + (1 - aposx) * (p2 - p3)
End If
exact_deep = q
End Function
Sub moveblock
Dim nc, ac
Dim t, t2, zt
bla = .012
Dim xt, yt, h, h1, h2, xt2, yt2
xt = blx - 250: yt = bly - 250
h = _Hypot(yt, xt)
h1 = _Atan2(xt, yt)
h2 = h1 - bla
xt2 = Sin(h2) * h
yt2 = Cos(h2) * h
blx = xt2 + 250
bly = yt2 + 250
For t = 1 To mootxtot
If moo(t).n = 3 Then
moo(t).x = blx
moo(t).y = bly
xm2 = blx / 50: ym2 = bly / 50
blz = 500 + exact_deep(xm2, ym2)
moo(t).z = blz
End If
Next t
End Sub
Sub r2m (x, y, z)
Dim x2, y2, z2
x2 = x - sp(0)
y2 = y - sp(1)
z2 = z - sp(2)
rotate_2d x2, y2, sp(3)
rotate_2d y2, z2, sp(4) + _Pi / 2
x = x2 * sp(5)
y = y2 * sp(5)
z = z2 * sp(6)
End Sub
Sub rotate_2d (x, y, ang)
Dim x1, y1
x1 = x * Cos(ang) - y * Sin(ang)
y1 = x * Sin(ang) + y * Cos(ang)
x = x1: y = y1
End Sub
Sub processtextures
Dim t, x, y, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4
For t = 1 To txtot
x1 = oo(t).x1: y1 = oo(t).y1: z1 = oo(t).z1
x2 = oo(t).x2: y2 = oo(t).y2: z2 = oo(t).z2
x3 = oo(t).x3: y3 = oo(t).y3: z3 = oo(t).z3
x4 = oo(t).x4: y4 = oo(t).y4: z4 = oo(t).z4
x = oo(t).ix: y = oo(t).iy
r2m x1, y1, z1
r2m x2, y2, z2
r2m x3, y3, z3
r2m x4, y4, z4
_MapTriangle (0, 0)-(0, y)-(x, 0), tximage(oo(t).in) To(x1, y1, z1)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
_MapTriangle (x, y)-(0, y)-(x, 0), tximage(oo(t).in) To(x4, y4, z4)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
Next t
End Sub
Sub processterrain
Dim t, t2, x, y, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4
Dim xx1, yy1, zz1, xx2, yy2, zz2, xx3, yy3, zz3, xx4, yy4, zz4
Dim flag, ct, scale1, shx, shy, shz, txm
flag = 0
ct = 0
scale1 = 1.
shx = 0 'shift x position
shy = 0 'shift y position
shz = 498 'shift z position
Do
ct = ct + 1
x1 = trx(fr1(ct)): y1 = try(fr1(ct)): z1 = trz(fr1(ct))
x2 = trx(fr2(ct)): y2 = try(fr2(ct)): z2 = trz(fr2(ct))
x3 = trx(fr3(ct)): y3 = try(fr3(ct)): z3 = trz(fr3(ct))
xx1 = x1: yy1 = y1
xx2 = x2: yy2 = y2
xx3 = x3: yy3 = y3
x1 = x1 * scale1: y1 = y1 * scale1: 'z1 = z1 * scale1
x2 = x2 * scale1: y2 = y2 * scale1: 'z2 = z2 * scale1
x3 = x3 * scale1: y3 = y3 * scale1: 'z3 = z3 * scale1
x4 = x4 * scale1: y4 = y4 * scale1: 'z4 = z4 * scale1
x1 = x1 + shx: y1 = y1 + shy: z1 = z1 + shz
x2 = x2 + shx: y2 = y2 + shy: z2 = z2 + shz
x3 = x3 + shx: y3 = y3 + shy: z3 = z3 + shz
x4 = x4 + shx: y4 = y4 + shy: z4 = z4 + shz
r2m x1, y1, z1
r2m x2, y2, z2
r2m x3, y3, z3
txm = 11
_MapTriangle (xx1, yy1)-(xx2, yy2)-(xx3, yy3), tximage(txm) To(x1, y1, z1)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
If ct >= maxterrain Then flag = 1
Loop Until flag = 1
End Sub
Sub objectcopy (nn, nc, xc, yc, zc, ac)
Dim ct, t, t2, xt, yt
ct = 0
For t = 1 To rawtxtot
If raw(t).n = nc Then
ct = ct + 1
t2 = txtot + ct
oo(t2).n = nc: oo(t2).x = xc: oo(t2).y = yc: oo(t2).z = zc
xt = raw(t).x1: yt = raw(t).y1: xyrotation xt, yt, ac: oo(t2).x1 = xt + xc: oo(t2).y1 = yt + yc: oo(t2).z1 = raw(t).z1 + zc
xt = raw(t).x2: yt = raw(t).y2: xyrotation xt, yt, ac: oo(t2).x2 = xt + xc: oo(t2).y2 = yt + yc: oo(t2).z2 = raw(t).z2 + zc
xt = raw(t).x3: yt = raw(t).y3: xyrotation xt, yt, ac: oo(t2).x3 = xt + xc: oo(t2).y3 = yt + yc: oo(t2).z3 = raw(t).z3 + zc
xt = raw(t).x4: yt = raw(t).y4: xyrotation xt, yt, ac: oo(t2).x4 = xt + xc: oo(t2).y4 = yt + yc: oo(t2).z4 = raw(t).z4 + zc
oo(t2).ix = raw(t).ix: oo(t2).iy = raw(t).iy: oo(t2).in = raw(t).in
End If
Next t
txtot = txtot + ct
End Sub
Sub moocopy (nc, xc, yc, zc, ac)
Dim ct, t, t2, xt, yt
ct = 0
For t = 1 To rawtxtot
If raw(t).n = nc Then
ct = ct + 1
t2 = mootxtot + ct
moo(t2).n = nc: moo(t2).x = xc: moo(t2).y = yc: moo(t2).z = zc
xt = raw(t).x1: yt = raw(t).y1: xyrotation xt, yt, ac: moo(t2).x1 = xt: moo(t2).y1 = yt: moo(t2).z1 = raw(t).z1
xt = raw(t).x2: yt = raw(t).y2: xyrotation xt, yt, ac: moo(t2).x2 = xt: moo(t2).y2 = yt: moo(t2).z2 = raw(t).z2
xt = raw(t).x3: yt = raw(t).y3: xyrotation xt, yt, ac: moo(t2).x3 = xt: moo(t2).y3 = yt: moo(t2).z3 = raw(t).z3
xt = raw(t).x4: yt = raw(t).y4: xyrotation xt, yt, ac: moo(t2).x4 = xt: moo(t2).y4 = yt: moo(t2).z4 = raw(t).z4
moo(t2).ix = raw(t).ix: moo(t2).iy = raw(t).iy: moo(t2).in = raw(t).in
End If
Next t
mootxtot = mootxtot + ct
End Sub
Sub moorotate
Dim t, x1, y1, x2, y2, x3, y3, x4, y4
For t = 1 To mootxtot
If moo(t).n = or1(1) Then
x1 = moo(t).x1: y1 = moo(t).y1
xyrotation x1, y1, or1(5)
x2 = moo(t).x2: y2 = moo(t).y2
xyrotation x2, y2, or1(5)
x3 = moo(t).x3: y3 = moo(t).y3
xyrotation x3, y3, or1(5)
x4 = moo(t).x4: y4 = moo(t).y4
xyrotation x4, y4, or1(5)
moo(t).x1 = x1: moo(t).y1 = y1
moo(t).x2 = x2: moo(t).y2 = y2
moo(t).x3 = x3: moo(t).y3 = y3
moo(t).x4 = x4: moo(t).y4 = y4
End If
Next t
End Sub
Sub processmootextures
Dim t, x, y, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4
For t = 1 To mootxtot
x1 = moo(t).x1 + moo(t).x: y1 = moo(t).y1 + moo(t).y: z1 = moo(t).z1 + moo(t).z
x2 = moo(t).x2 + moo(t).x: y2 = moo(t).y2 + moo(t).y: z2 = moo(t).z2 + moo(t).z
x3 = moo(t).x3 + moo(t).x: y3 = moo(t).y3 + moo(t).y: z3 = moo(t).z3 + moo(t).z
x4 = moo(t).x4 + moo(t).x: y4 = moo(t).y4 + moo(t).y: z4 = moo(t).z4 + moo(t).z
x = moo(t).ix: y = moo(t).iy
r2m x1, y1, z1
r2m x2, y2, z2
r2m x3, y3, z3
r2m x4, y4, z4
_MapTriangle (0, 0)-(0, y)-(x, 0), tximage(moo(t).in) To(x1, y1, z1)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
_MapTriangle (x, y)-(0, y)-(x, 0), tximage(moo(t).in) To(x4, y4, z4)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
Next t
End Sub
Sub objrotate
Dim t, x1, y1, x2, y2, x3, y3, x4, y4
For t = 1 To txtot
If oo(t).n = or1(1) Then
x1 = oo(t).x1 - or1(2): y1 = oo(t).y1 - or1(3)
xyrotation x1, y1, or1(5)
x2 = oo(t).x2 - or1(2): y2 = oo(t).y2 - or1(3)
xyrotation x2, y2, or1(5)
x3 = oo(t).x3 - or1(2): y3 = oo(t).y3 - or1(3)
xyrotation x3, y3, or1(5)
x4 = oo(t).x4 - or1(2): y4 = oo(t).y4 - or1(3)
xyrotation x4, y4, or1(5)
oo(t).x1 = x1 + or1(2): oo(t).y1 = y1 + or1(3)
oo(t).x2 = x2 + or1(2): oo(t).y2 = y2 + or1(3)
oo(t).x3 = x3 + or1(2): oo(t).y3 = y3 + or1(3)
oo(t).x4 = x4 + or1(2): oo(t).y4 = y4 + or1(3)
End If
Next t
End Sub
Sub xyrotation (x, y, a)
Dim xt, yt, h, h1, h2, xt2, yt2
xt = x: yt = y
h = _Hypot(yt, xt)
h1 = _Atan2(xt, yt)
h2 = h1 - a
xt2 = Sin(h2) * h
yt2 = Cos(h2) * h
x = xt2
y = yt2
End Sub
Sub makefloor
Dim t, x1, y1
Cls
Line (0, 0)-(500, 500), c(18), BF 'floor background
For t = 1 To 6000
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500): PSet (x1, y1), c(0)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500): PSet (x1, y1), c(2)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500): PSet (x1, y1), c(3)
Next t
'_Display
_PutImage (0, 0)-(500, 500), 0, floor1, (0, 0)-(500, 500)
'Sleep
End Sub
Sub makewall
Dim t, x1, y1
Cls
Line (0, 0)-(500, 100), c(7), BF 'wall background
For t = 1 To 6000
x1 = Int(Rnd * 500): y1 = Int(Rnd * 100): PSet (x1, y1), c(8)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 100): PSet (x1, y1), c(9)
Next t
'_Display
_PutImage (0, 0)-(500, 100), 0, wall1, (0, 0)-(500, 100)
_ClearColor c(0), wall1
'Sleep
End Sub
Sub makewall2
Dim t, x1, y1
Cls
Line (0, 0)-(500, 100), c(7), BF 'wall2 background
For t = 1 To 6000
x1 = Int(Rnd * 500): y1 = Int(Rnd * 100): PSet (x1, y1), c(8)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 100): PSet (x1, y1), c(9)
Next t
Line (70, 25)-(150, 75), c(0), BF
Line (210, 25)-(290, 75), c(0), BF
Line (350, 25)-(430, 75), c(0), BF
'_Display
_PutImage (0, 0)-(500, 100), 0, wall2, (0, 0)-(500, 100)
_ClearColor c(0), wall2
'Sleep
End Sub
Sub makeground
Dim t, x1, y1
Cls
Line (0, 0)-(500, 500), c(40), BF 'ground background
For t = 1 To 55
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 30, y1 - 30)-(x1 + 30, y1 + 30), c(41), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 50, y1 - 50)-(x1 + 50, y1 + 50), c(42), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 20, y1 - 20)-(x1 + 20, y1 + 20), c(43), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 20, y1 - 20)-(x1 + 20, y1 + 20), c(44), BF
Next t
For t = 1 To 7500
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
PSet (x1, y1), c(41)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
PSet (x1, y1), c(42)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
PSet (x1, y1), c(43)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
PSet (x1, y1), c(44)
Next t
'Line (5, 5)-(495, 10), c(31), BF
'Line (5, 495)-(495, 490), c(32), BF
'Line (490, 5)-(495, 495), c(33), BF
'Line (5, 5)-(10, 495), c(34), BF
_PutImage (0, 0)-(500, 500), 0, ground2, (0, 0)-(500, 500)
For t = 1 To maxterrain
Line (trx(fr1(t)) - 1, try(fr1(t)))-(trx(fr2(t)) - 1, try(fr2(t))), c(34)
Line (trx(fr1(t)), try(fr1(t)))-(trx(fr2(t)), try(fr2(t))), c(34)
Line (trx(fr2(t)) - 1, try(fr2(t)) - 1)-(trx(fr3(t)) - 1, try(fr3(t)) - 1), c(34)
Line (trx(fr2(t)), try(fr2(t)))-(trx(fr3(t)), try(fr3(t))), c(34)
Line (trx(fr3(t)), try(fr3(t)) - 1)-(trx(fr1(t)), try(fr1(t)) - 1), c(34)
Line (trx(fr3(t)), try(fr3(t)))-(trx(fr1(t)), try(fr1(t))), c(34)
Next t
'_Display
_PutImage (0, 0)-(500, 500), 0, ground1, (0, 0)-(500, 500)
'Sleep
End Sub
Sub makeground2
Dim t, x1, y1
Cls
Line (0, 0)-(500, 500), c(20), BF 'ground background
For t = 1 To 50
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 30, y1 - 30)-(x1 + 30, y1 + 30), c(42), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 50, y1 - 50)-(x1 + 50, y1 + 50), c(41), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 20, y1 - 20)-(x1 + 20, y1 + 20), c(40), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 20, y1 - 20)-(x1 + 20, y1 + 20), c(41), BF
Next t
'Line (5, 5)-(495, 10), c(31), BF
'Line (5, 495)-(495, 490), c(32), BF
'Line (490, 5)-(495, 495), c(33), BF
'Line (5, 5)-(10, 495), c(34), BF
_Display
_PutImage (0, 0)-(500, 500), 0, ground1, (0, 0)-(500, 500)
Sleep
End Sub
Sub maketerrain
Dim t, s, x, y, x1, y1, p, q, p2, ct, ct2, flag
Dim xt, yt, xh, yh, vc, dx, dy, pt(4)
Cls
'Line (0, 0)-(500, 500), c(20), BF 'background
t = 0
x1 = 500: y1 = 500
s = 50
'create points (trx,try,trz)
For x = 0 To x1 Step s
For y = 0 To y1 Step s
t = t + 1
xt = Abs(x): yt = Abs(y)
'trx(t) = x - s: try(t) = y - s
trx(t) = x: try(t) = y
If x > 0 And x < x1 Then
'trz(t) = -2
If y > 0 And y < y1 Then
trz(t) = 0 - Int(Rnd * 20)
'trz(t) = 0
xh = Abs(trx(t) - x1 / 2)
yh = Abs(try(t) - y1 / 2)
vc = _Hypot(xh, yh)
vc = 250 - vc
'If vc < 200 Then trz(t) = trz(t) - (Int(Rnd * vc)) / 3
'trz(t) = trz(t) - (Int(Rnd * vc / 4))
End If
End If
Next y
Next x
'_Display
'Sleep
'create point groups (fr1,fr2,fr3)
p = Int(x1 / s) + 1
q = Int(y1 / s) - 1
p2 = p * q
t = -1
flag = 0
ct = 0
x = 0
Do
For x = 1 To p - 1
t = t + 2
fr1(t) = x + ct
fr2(t) = x + ct + 1
fr3(t) = x + ct + p
fr1(t + 1) = x + ct + 1
fr2(t + 1) = x + ct + p
fr3(t + 1) = x + ct + p + 1
Next x
ct = ct + p
If ct > p2 Then flag = 1
Loop Until flag = 1
maxterrain = t + 1
'Cls
't = t + 1
'For ct = 1 To t
'Print fr1(ct), fr2(ct), fr3(ct)
'Next ct
Cls
For t = 1 To maxterrain
Line (trx(fr1(t)), try(fr1(t)))-(trx(fr2(t)), try(fr2(t))), c(1)
Line (trx(fr2(t)), try(fr2(t)))-(trx(fr3(t)), try(fr3(t))), c(1)
Line (trx(fr3(t)), try(fr3(t)))-(trx(fr1(t)), try(fr1(t))), c(1)
Next t
Cls
'create DEEP array
t = 0
For y = 1 To 11
For x = 1 To 11
t = t + 1
deep(x, y) = trz(t)
Locate y * 3, x * 6
Print deep(x, y)
Next x
Next y
'_Display
'Sleep
'For t = 1 To 10
'test DEEP array
dx = Rnd * 10
dy = Rnd * 10
Locate 40, 1
Print dx, dy
pt(1) = deep(Int(dx) + 1, Int(dy) + 1)
pt(2) = deep(Int(dx) + 2, Int(dy) + 1)
pt(3) = deep(Int(dx) + 1, Int(dy) + 2)
pt(4) = deep(Int(dx) + 2, Int(dy) + 2)
Print pt(1), pt(2)
Print pt(3), pt(4)
'_Display
'Sleep
'Next t
End Sub
Sub makesky
Dim t, y, m
Cls
y = 750
For t = 1 To y
m = 255 * ((750 - t * .65) / 750)
c(99) = _RGBA(200, 200, 255, m)
Line (0, t)-(750, t), c(99)
Next t
'For t = 0 To 750 Step 25 'longituge lines
'Line (t, 0)-(t, 750), c(1)
'Next t
'For t = 0 To 750 Step 25 'latitude lines
'Line (0, t)-(750, t), c(1)
'Next t
'_Display
_PutImage (0, 0)-(750, 750), 0, sky1, (0, 0)-(750, 750)
'Sleep
End Sub
Sub makepallette
Dim t
For t = 0 To 10
Cls
Line (0, 0)-(400, 400), c(t), BF
_PutImage (0, 0)-(400, 400), 0, cbx(t), (0, 0)-(400, 400)
'_Display
'Sleep
Next t
End Sub
Sub colour1
c(0) = _RGB(0, 0, 0)
c(1) = _RGB(255, 255, 255)
c(2) = _RGB(35, 25, 10)
c(3) = _RGB(10, 45, 65)
c(4) = _RGB(40, 50, 10)
c(5) = _RGB(0, 25, 75)
c(6) = _RGB(45, 35, 20)
c(7) = _RGB(150, 150, 150)
c(8) = _RGB(125, 125, 125)
c(9) = _RGB(100, 100, 100)
c(10) = _RGBA(75, 75, 75, 151)
c(11) = _RGB(0, 0, 0)
c(12) = _RGB(35, 25, 10)
c(13) = _RGB(0, 45, 85)
c(14) = _RGB(40, 50, 10)
c(15) = _RGB(0, 25, 75)
c(16) = _RGB(55, 25, 30)
c(17) = _RGB(175, 175, 175)
c(18) = _RGB(100, 100, 100)
c(20) = _RGB(20, 30, 15)
c(31) = _RGB(255, 255, 255)
c(32) = _RGB(255, 0, 0)
c(33) = _RGB(0, 255, 255)
c(34) = _RGB(155, 155, 0)
c(40) = _RGBA(45, 20, 25, 45)
c(41) = _RGBA(50, 50, 30, 50)
c(42) = _RGBA(20, 30, 15, 50)
c(43) = _RGBA(75, 45, 15, 50)
c(44) = _RGBA(40, 60, 30, 50)
c(45) = _RGB(50, 50, 30)
c(46) = _RGB(20, 30, 15)
c(47) = _RGB(55, 45, 15)
c(48) = _RGB(40, 50, 10)
End Sub
Posts: 2,700
Threads: 124
Joined: Apr 2022
Reputation:
134
Still missing Minerva. ;-))
I think I like the island better, the latest looks like the Phantom Zone.
b = b + ...
Posts: 230
Threads: 25
Joined: Aug 2022
Reputation:
23
Got it! Line 372 was blz = 500 + exact_deep(xm2, ym2) but needed to be (ym2, xm2)
Thank you @MasterGy! The 'exact deep' function works perfectly.
Code: (Select All) '3d Terrain with grid lines - james2464 - Jan 2023
'Credit to 3D program and tutorial by MasterGy
Option _Explicit
Randomize Timer
Screen _NewImage(1000, 1000, 32)
Const pip180 = 3.141592 / 180
Dim Shared c(100) As Long
Dim scr, da, db, da2, dega, db2, degb, ss, ap, sqa
Dim sky_points, sky_image, actual_point, asq
Dim wx0, wy0, wz0, wx1, wy1, wz1, wx2, wy2, wz2, wx3, wy3, wz3, sx0, sy0, sx1, sy1, sx2, sy2, sx3, sy3
Dim mousex, mousey, mw, mouse_sens, vec_x, vec_y, vec_z, speed, moving
Dim sp3
Dim t
Dim Shared trx(5000), try(5000), trz(5000) 'terrain points
Dim Shared fr1(5000), fr2(5000), fr3(5000) 'terrain point groups
Dim Shared maxterrain
Dim Shared deep(1000, 1000), ed(4)
Dim Shared xm, ym, xm2, ym2
Dim Shared blx, bly, blz, bla, fx, or1(5)
Cls
colour1
Dim Shared floor1, wall1, wall2, ground1, ground2, sky1, cbx(20)
maketerrain
wall1 = _NewImage(500, 100, 32): makewall
wall2 = _NewImage(500, 100, 32): makewall2
ground1 = _NewImage(500, 500, 32)
ground2 = _NewImage(500, 500, 32): makeground
sky1 = _NewImage(750, 750, 32): makesky
For t = 0 To 10: cbx(t) = _NewImage(400, 400, 32): Next t: makepallette
Dim Shared tximage(200)
For t = 0 To 10: tximage(t) = _CopyImage(cbx(t), 33): Next t
tximage(11) = _CopyImage(ground1, 33)
tximage(12) = _CopyImage(wall1, 33) 'office wall solid
tximage(13) = _CopyImage(wall2, 33) 'office wall with 3 windows
Type mapobject
n As Integer 'object number
x As Single 'x origin
y As Single 'y origin
z As Single 'z origin
x1 As Single
y1 As Single
z1 As Single
x2 As Single
y2 As Single
z2 As Single
x3 As Single
y3 As Single
z3 As Single
x4 As Single
y4 As Single
z4 As Single
ix As Single 'image x
iy As Single 'image y
in As Integer 'image number - tximage()
End Type
Dim Shared raw(100) As mapobject, oo(900) As mapobject
Dim Shared moo(900) As mapobject
'create texture point data array
Dim Shared tx(500, 19), txtot, rawtxtot, mootxtot
'objects and data points
Data 1,0,0,0,-1000,0,200,-1000,0,-200,1000,0,200,1000,0,-200,500,100,12: 'wall
Data 2,0,0,0,-4000,-4000,0,-4000,4000,0,4000,-4000,0,4000,4000,0,500,100,3: 'water
Data 3,0,0,0,-.1,-.1,0,.1,-.1,0,-3,-3,-9,3,-3,-9,100,100,7: 'block
Data 3,0,0,0,-.1,.1,0,.1,.1,0,-3,3,-9,3,3,-9,100,100,7: 'block
Data 3,0,0,0,-.1,-.1,0,-.1,.1,0,-3,-3,-9,-3,3,-9,100,100,5: 'block
Data 3,0,0,0,.1,-.1,0,.1,.1,0,3,-3,-9,3,3,-9,100,100,4: 'block
Data 3,0,0,0,3,-3,-9,3,3,-9,-3,-3,-9,-3,3,-9,100,100,3: 'block top
rawtxtot = 7: txtot = rawtxtot
'read data into array tx()
Dim t2
For t = 1 To txtot
For t2 = 1 To 19
Read tx(t, t2)
Next t2
'create 'raw' objects
raw(t).n = tx(t, 1): raw(t).x = tx(t, 2): raw(t).y = tx(t, 3): raw(t).z = tx(t, 4)
raw(t).x1 = tx(t, 5): raw(t).y1 = tx(t, 6): raw(t).z1 = tx(t, 7)
raw(t).x2 = tx(t, 8): raw(t).y2 = tx(t, 9): raw(t).z2 = tx(t, 10)
raw(t).x3 = tx(t, 11): raw(t).y3 = tx(t, 12): raw(t).z3 = tx(t, 13)
raw(t).x4 = tx(t, 14): raw(t).y4 = tx(t, 15): raw(t).z4 = tx(t, 16)
raw(t).ix = tx(t, 17): raw(t).iy = tx(t, 18): raw(t).in = tx(t, 19)
Next t
'object copies
Dim nn, nc, xc, yc, zc, ac
'nn = 1: nc = 1: xc = 0: yc = 0: zc = 400: ac = 0: objectcopy nn, nc, xc, yc, zc, ac 'wall
nn = 1: nc = 2: xc = 0: yc = 0: zc = 500: ac = 0: objectcopy nn, nc, xc, yc, zc, ac 'water
'moveable object copies
nc = 3: xc = 250: yc = 250: zc = 450: ac = 0: moocopy nc, xc, yc, zc, ac 'block
'create spectator
Dim Shared sp(6)
sp(0) = 250 'X position
sp(1) = 400 'Y
sp(2) = 430 'Z
sp(3) = 0 'looking in the direction of the observer XZ
sp(4) = 0 'looking in the direction of the observer YZ
sp(5) = 1 'multiplier X-Y see
sp(6) = 1 'multiplier Z see
'create screen
scr = _NewImage(1000, 1000 / _DesktopWidth * _DesktopHeight, 32)
Screen scr
_MouseHide
_FullScreen
_Dest scr
_DisplayOrder _Hardware , _Software
'sky install
da = 11 'resolution sphere X
db = 7 'resolution sphere Y
sky_points = da * db
Dim sky_points(sky_points - 1, 9), sq(sky_points - 1, 7)
'sky_image = _LoadImage("sky.jpg", 33)
sky_image = _CopyImage(sky1, 33)
For da2 = 0 To da - 1
dega = 360 / (da - 1) * da2 * pip180
For db2 = 0 To db - 1
degb = 180 / (db - 1) * db2 * pip180
ss = 4000
ap = da2 * db + db2
sky_points(ap, 0) = Sin(degb) * Cos(dega) * ss
sky_points(ap, 1) = Sin(degb) * Sin(dega) * ss
sky_points(ap, 2) = Cos(degb) * ss
Next db2
Next da2
For da2 = 0 To da - 2
For db2 = 0 To db - 2
sqa = da2 * db + db2
sq(sqa, 0) = sqa
sq(sqa, 1) = sq(sqa, 0) + 1
sq(sqa, 2) = sq(sqa, 0) + db
sq(sqa, 3) = sq(sqa, 2) + 1
sq(sqa, 4) = _Width(sky_image) - (_Width(sky_image) / (da - 1) * da2) - 1
sq(sqa, 5) = _Width(sky_image) - (_Width(sky_image) / (da - 1) * (da2 + 1)) - 1
sq(sqa, 6) = Int(_Height(sky_image) / (db - 1) * db2)
sq(sqa, 7) = Int(_Height(sky_image) / (db - 1) * (db2 + 1))
Next db2
Next da2
blx = 325: bly = 250: blz = 490
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
Do
_Limit 40
moveblock
'or1(1) = 3: or1(2) = blx: or1(3) = bly: or1(4) = blz: or1(5) = .45: moorotate 'block
processterrain
processtextures
processmootextures
'draw sky *********************************************************************************
't = 1 'use for checkered sky
'rotating
For actual_point = 0 To sky_points - 1
sky_points(actual_point, 4) = sky_points(actual_point, 0)
sky_points(actual_point, 5) = sky_points(actual_point, 1)
sky_points(actual_point, 6) = sky_points(actual_point, 2)
r2m sky_points(actual_point, 4), sky_points(actual_point, 5), sky_points(actual_point, 6)
Next actual_point
For asq = 0 To sky_points - 1
wx0 = sky_points(sq(asq, 0), 4) + 0: wy0 = sky_points(sq(asq, 0), 5) + 0: wz0 = sky_points(sq(asq, 0), 6)
wx1 = sky_points(sq(asq, 1), 4) + 0: wy1 = sky_points(sq(asq, 1), 5) + 0: wz1 = sky_points(sq(asq, 1), 6)
wx2 = sky_points(sq(asq, 2), 4) + 0: wy2 = sky_points(sq(asq, 2), 5) + 0: wz2 = sky_points(sq(asq, 2), 6)
wx3 = sky_points(sq(asq, 3), 4) + 0: wy3 = sky_points(sq(asq, 3), 5) + 0: wz3 = sky_points(sq(asq, 3), 6)
sy0 = sq(asq, 6): sx0 = sq(asq, 4): sy1 = sq(asq, 7): sx1 = sq(asq, 4): sy2 = sq(asq, 6): sx2 = sq(asq, 5): sy3 = sq(asq, 7): sx3 = sq(asq, 5)
't = t * -1 'use for checkered sky
'If t > 0 Then 'use for checkered sky
_MapTriangle (sx0, sy0)-(sx1, sy1)-(sx2, sy2), sky_image To(wx0, wy0, wz0)-(wx1, wy1, wz1)-(wx2, wy2, wz2), , _Smooth
_MapTriangle (sx3, sy3)-(sx1, sy1)-(sx2, sy2), sky_image To(wx3, wy3, wz3)-(wx1, wy1, wz1)-(wx2, wy2, wz2), , _Smooth
'End If 'use for checkered sky
Next asq
' ****************************************************************************************************
_Display
'-------------------------------------------------------------
'mouse input axis movement and mousewheel
'-------------------------------------------------------------
mousex = mousex * .6
mousey = mousey * .6
mw = 0
While _MouseInput: mousex = mousex + _MouseMovementX: mousey = mousey + _MouseMovementY: mw = mw + _MouseWheel: Wend 'movement data read
'control spectator
mouse_sens = .0007 'mouse rotating sensitive
sp(3) = sp(3) - mousex * mouse_sens
sp(4) = sp(4) + mousey * mouse_sens
If Abs(sp(4)) > _Pi / 2 Then sp(4) = _Pi / 2 * Sgn(sp(4))
sp3 = sp(3) + (_KeyDown(Asc("d")) - _KeyDown(Asc("a"))) * 90 * pip180
vec_x = (Sin(sp3) * (Cos(sp(4) + _Pi)))
vec_y = (Cos(sp3) * (Cos(sp(4) + _Pi)))
vec_z = -Sin(sp(4) + _Pi)
If _KeyDown(Asc("a")) Or _KeyDown(Asc("d")) Then vec_z = 0
speed = .25 'moving speed
moving = Abs(_MouseButton(1) Or _KeyDown(Asc("w")) Or _KeyDown(Asc("a")) Or _KeyDown(Asc("d"))) * speed - Abs(_MouseButton(2) Or _KeyDown(Asc("s"))) * speed
sp(0) = sp(0) + vec_x * moving
sp(1) = sp(1) + vec_y * moving
sp(2) = sp(2) + vec_z * moving
_PutImage (0, 0)-(150, 150), ground1
'find current terrain location
xm = sp(0) / 50
ym = sp(1) / 50
xm2 = blx / 50
ym2 = bly / 50
If sp(0) > 3 And sp(0) < 498 Then
If sp(1) > 3 And sp(1) < 498 Then
Locate 11, 1
Print "Spectator"
Locate 12, 1
Print " "
Locate 12, 1
Print "X: "; xm
Locate 13, 1
Print " "
Locate 13, 1
Print "Y: "; ym
Print " "
Locate 14, 1
Print "SP Z: "; sp(2)
'Print " "
'Locate 14, 1
'Print "TR Z: "; exact_deep(xm, ym)
'Print " "
'Locate 15, 1
'Print "ALT: "; 500 - sp(2) + exact_deep(xm, ym)
Circle (sp(0) / 3.33, sp(1) / 3.33), 1, c(1)
End If
End If
'block
Locate 20, 1
Print "Indicator"
Locate 21, 1
Print " "
Locate 21, 1
Print "X: "; xm2
Locate 22, 1
Print " "
Locate 22, 1
Print "Y: "; ym2
Print " "
Locate 23, 1
Print "Z: "; blz
'Print " "
'Locate 24, 1
'Print "ED: "; exact_deep(xm2, ym2)
'Print " "
'Locate 25, 1
'Print "ALT: "; 500 - blz + exact_deep(xm2, ym2)
Circle (blx / 3.33, bly / 3.33), 1, c(32)
'Print exact_deep(0, 0) '10
'Print exact_deep(0.5, 0) 'between 10 and 20
'Print exact_deep(.5, .5) 'between central 10,20,30,40 (central 25)
Loop Until _KeyDown(27)
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
Function exact_deep (x, y)
Dim x1, y1, x2, y2, p0, p1, p2, p3, aposx, aposy, q
x1 = Int(x) + 1: x2 = x1 + 1: aposx = x - (x1 - 1)
y1 = Int(y) + 1: y2 = y1 + 1: aposy = y - (y1 - 1)
p1 = deep(x2, y1)
p2 = deep(x1, y2)
If aposx * aposx + aposy * aposy < (1 - aposx) * (1 - aposx) + (1 - aposy) * (1 - aposy) Then
p0 = deep(x1, y1)
q = p0 + aposx * (p1 - p0) + aposy * (p2 - p0)
Else
p3 = deep(x2, y2)
q = p3 + (1 - aposy) * (p1 - p3) + (1 - aposx) * (p2 - p3)
End If
exact_deep = q
End Function
Sub moveblock
Dim nc, ac
Dim t, t2, zt
bla = .012
Dim xt, yt, h, h1, h2, xt2, yt2
xt = blx - 250: yt = bly - 250
h = _Hypot(yt, xt)
h1 = _Atan2(xt, yt)
h2 = h1 - bla
xt2 = Sin(h2) * h
yt2 = Cos(h2) * h
blx = xt2 + 250
bly = yt2 + 250
For t = 1 To mootxtot
If moo(t).n = 3 Then
moo(t).x = blx
moo(t).y = bly
xm2 = blx / 50: ym2 = bly / 50
blz = 500 + exact_deep(ym2, xm2)
moo(t).z = blz
End If
Next t
End Sub
Sub r2m (x, y, z)
Dim x2, y2, z2
x2 = x - sp(0)
y2 = y - sp(1)
z2 = z - sp(2)
rotate_2d x2, y2, sp(3)
rotate_2d y2, z2, sp(4) + _Pi / 2
x = x2 * sp(5)
y = y2 * sp(5)
z = z2 * sp(6)
End Sub
Sub rotate_2d (x, y, ang)
Dim x1, y1
x1 = x * Cos(ang) - y * Sin(ang)
y1 = x * Sin(ang) + y * Cos(ang)
x = x1: y = y1
End Sub
Sub processtextures
Dim t, x, y, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4
For t = 1 To txtot
x1 = oo(t).x1: y1 = oo(t).y1: z1 = oo(t).z1
x2 = oo(t).x2: y2 = oo(t).y2: z2 = oo(t).z2
x3 = oo(t).x3: y3 = oo(t).y3: z3 = oo(t).z3
x4 = oo(t).x4: y4 = oo(t).y4: z4 = oo(t).z4
x = oo(t).ix: y = oo(t).iy
r2m x1, y1, z1
r2m x2, y2, z2
r2m x3, y3, z3
r2m x4, y4, z4
_MapTriangle (0, 0)-(0, y)-(x, 0), tximage(oo(t).in) To(x1, y1, z1)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
_MapTriangle (x, y)-(0, y)-(x, 0), tximage(oo(t).in) To(x4, y4, z4)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
Next t
End Sub
Sub processterrain
Dim t, t2, x, y, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4
Dim xx1, yy1, zz1, xx2, yy2, zz2, xx3, yy3, zz3, xx4, yy4, zz4
Dim flag, ct, scale1, shx, shy, shz, txm
flag = 0
ct = 0
scale1 = 1.
shx = 0 'shift x position
shy = 0 'shift y position
shz = 498 'shift z position
Do
ct = ct + 1
x1 = trx(fr1(ct)): y1 = try(fr1(ct)): z1 = trz(fr1(ct))
x2 = trx(fr2(ct)): y2 = try(fr2(ct)): z2 = trz(fr2(ct))
x3 = trx(fr3(ct)): y3 = try(fr3(ct)): z3 = trz(fr3(ct))
xx1 = x1: yy1 = y1
xx2 = x2: yy2 = y2
xx3 = x3: yy3 = y3
x1 = x1 * scale1: y1 = y1 * scale1: 'z1 = z1 * scale1
x2 = x2 * scale1: y2 = y2 * scale1: 'z2 = z2 * scale1
x3 = x3 * scale1: y3 = y3 * scale1: 'z3 = z3 * scale1
x4 = x4 * scale1: y4 = y4 * scale1: 'z4 = z4 * scale1
x1 = x1 + shx: y1 = y1 + shy: z1 = z1 + shz
x2 = x2 + shx: y2 = y2 + shy: z2 = z2 + shz
x3 = x3 + shx: y3 = y3 + shy: z3 = z3 + shz
x4 = x4 + shx: y4 = y4 + shy: z4 = z4 + shz
r2m x1, y1, z1
r2m x2, y2, z2
r2m x3, y3, z3
txm = 11
_MapTriangle (xx1, yy1)-(xx2, yy2)-(xx3, yy3), tximage(txm) To(x1, y1, z1)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
If ct >= maxterrain Then flag = 1
Loop Until flag = 1
End Sub
Sub objectcopy (nn, nc, xc, yc, zc, ac)
Dim ct, t, t2, xt, yt
ct = 0
For t = 1 To rawtxtot
If raw(t).n = nc Then
ct = ct + 1
t2 = txtot + ct
oo(t2).n = nc: oo(t2).x = xc: oo(t2).y = yc: oo(t2).z = zc
xt = raw(t).x1: yt = raw(t).y1: xyrotation xt, yt, ac: oo(t2).x1 = xt + xc: oo(t2).y1 = yt + yc: oo(t2).z1 = raw(t).z1 + zc
xt = raw(t).x2: yt = raw(t).y2: xyrotation xt, yt, ac: oo(t2).x2 = xt + xc: oo(t2).y2 = yt + yc: oo(t2).z2 = raw(t).z2 + zc
xt = raw(t).x3: yt = raw(t).y3: xyrotation xt, yt, ac: oo(t2).x3 = xt + xc: oo(t2).y3 = yt + yc: oo(t2).z3 = raw(t).z3 + zc
xt = raw(t).x4: yt = raw(t).y4: xyrotation xt, yt, ac: oo(t2).x4 = xt + xc: oo(t2).y4 = yt + yc: oo(t2).z4 = raw(t).z4 + zc
oo(t2).ix = raw(t).ix: oo(t2).iy = raw(t).iy: oo(t2).in = raw(t).in
End If
Next t
txtot = txtot + ct
End Sub
Sub moocopy (nc, xc, yc, zc, ac)
Dim ct, t, t2, xt, yt
ct = 0
For t = 1 To rawtxtot
If raw(t).n = nc Then
ct = ct + 1
t2 = mootxtot + ct
moo(t2).n = nc: moo(t2).x = xc: moo(t2).y = yc: moo(t2).z = zc
xt = raw(t).x1: yt = raw(t).y1: xyrotation xt, yt, ac: moo(t2).x1 = xt: moo(t2).y1 = yt: moo(t2).z1 = raw(t).z1
xt = raw(t).x2: yt = raw(t).y2: xyrotation xt, yt, ac: moo(t2).x2 = xt: moo(t2).y2 = yt: moo(t2).z2 = raw(t).z2
xt = raw(t).x3: yt = raw(t).y3: xyrotation xt, yt, ac: moo(t2).x3 = xt: moo(t2).y3 = yt: moo(t2).z3 = raw(t).z3
xt = raw(t).x4: yt = raw(t).y4: xyrotation xt, yt, ac: moo(t2).x4 = xt: moo(t2).y4 = yt: moo(t2).z4 = raw(t).z4
moo(t2).ix = raw(t).ix: moo(t2).iy = raw(t).iy: moo(t2).in = raw(t).in
End If
Next t
mootxtot = mootxtot + ct
End Sub
Sub moorotate
Dim t, x1, y1, x2, y2, x3, y3, x4, y4
For t = 1 To mootxtot
If moo(t).n = or1(1) Then
x1 = moo(t).x1: y1 = moo(t).y1
xyrotation x1, y1, or1(5)
x2 = moo(t).x2: y2 = moo(t).y2
xyrotation x2, y2, or1(5)
x3 = moo(t).x3: y3 = moo(t).y3
xyrotation x3, y3, or1(5)
x4 = moo(t).x4: y4 = moo(t).y4
xyrotation x4, y4, or1(5)
moo(t).x1 = x1: moo(t).y1 = y1
moo(t).x2 = x2: moo(t).y2 = y2
moo(t).x3 = x3: moo(t).y3 = y3
moo(t).x4 = x4: moo(t).y4 = y4
End If
Next t
End Sub
Sub processmootextures
Dim t, x, y, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4
For t = 1 To mootxtot
x1 = moo(t).x1 + moo(t).x: y1 = moo(t).y1 + moo(t).y: z1 = moo(t).z1 + moo(t).z
x2 = moo(t).x2 + moo(t).x: y2 = moo(t).y2 + moo(t).y: z2 = moo(t).z2 + moo(t).z
x3 = moo(t).x3 + moo(t).x: y3 = moo(t).y3 + moo(t).y: z3 = moo(t).z3 + moo(t).z
x4 = moo(t).x4 + moo(t).x: y4 = moo(t).y4 + moo(t).y: z4 = moo(t).z4 + moo(t).z
x = moo(t).ix: y = moo(t).iy
r2m x1, y1, z1
r2m x2, y2, z2
r2m x3, y3, z3
r2m x4, y4, z4
_MapTriangle (0, 0)-(0, y)-(x, 0), tximage(moo(t).in) To(x1, y1, z1)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
_MapTriangle (x, y)-(0, y)-(x, 0), tximage(moo(t).in) To(x4, y4, z4)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
Next t
End Sub
Sub objrotate
Dim t, x1, y1, x2, y2, x3, y3, x4, y4
For t = 1 To txtot
If oo(t).n = or1(1) Then
x1 = oo(t).x1 - or1(2): y1 = oo(t).y1 - or1(3)
xyrotation x1, y1, or1(5)
x2 = oo(t).x2 - or1(2): y2 = oo(t).y2 - or1(3)
xyrotation x2, y2, or1(5)
x3 = oo(t).x3 - or1(2): y3 = oo(t).y3 - or1(3)
xyrotation x3, y3, or1(5)
x4 = oo(t).x4 - or1(2): y4 = oo(t).y4 - or1(3)
xyrotation x4, y4, or1(5)
oo(t).x1 = x1 + or1(2): oo(t).y1 = y1 + or1(3)
oo(t).x2 = x2 + or1(2): oo(t).y2 = y2 + or1(3)
oo(t).x3 = x3 + or1(2): oo(t).y3 = y3 + or1(3)
oo(t).x4 = x4 + or1(2): oo(t).y4 = y4 + or1(3)
End If
Next t
End Sub
Sub xyrotation (x, y, a)
Dim xt, yt, h, h1, h2, xt2, yt2
xt = x: yt = y
h = _Hypot(yt, xt)
h1 = _Atan2(xt, yt)
h2 = h1 - a
xt2 = Sin(h2) * h
yt2 = Cos(h2) * h
x = xt2
y = yt2
End Sub
Sub makefloor
Dim t, x1, y1
Cls
Line (0, 0)-(500, 500), c(18), BF 'floor background
For t = 1 To 6000
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500): PSet (x1, y1), c(0)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500): PSet (x1, y1), c(2)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500): PSet (x1, y1), c(3)
Next t
'_Display
_PutImage (0, 0)-(500, 500), 0, floor1, (0, 0)-(500, 500)
'Sleep
End Sub
Sub makewall
Dim t, x1, y1
Cls
Line (0, 0)-(500, 100), c(7), BF 'wall background
For t = 1 To 6000
x1 = Int(Rnd * 500): y1 = Int(Rnd * 100): PSet (x1, y1), c(8)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 100): PSet (x1, y1), c(9)
Next t
'_Display
_PutImage (0, 0)-(500, 100), 0, wall1, (0, 0)-(500, 100)
_ClearColor c(0), wall1
'Sleep
End Sub
Sub makewall2
Dim t, x1, y1
Cls
Line (0, 0)-(500, 100), c(7), BF 'wall2 background
For t = 1 To 6000
x1 = Int(Rnd * 500): y1 = Int(Rnd * 100): PSet (x1, y1), c(8)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 100): PSet (x1, y1), c(9)
Next t
Line (70, 25)-(150, 75), c(0), BF
Line (210, 25)-(290, 75), c(0), BF
Line (350, 25)-(430, 75), c(0), BF
'_Display
_PutImage (0, 0)-(500, 100), 0, wall2, (0, 0)-(500, 100)
_ClearColor c(0), wall2
'Sleep
End Sub
Sub makeground
Dim t, x1, y1
Cls
Line (0, 0)-(500, 500), c(40), BF 'ground background
For t = 1 To 55
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 30, y1 - 30)-(x1 + 30, y1 + 30), c(41), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 50, y1 - 50)-(x1 + 50, y1 + 50), c(42), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 20, y1 - 20)-(x1 + 20, y1 + 20), c(43), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 20, y1 - 20)-(x1 + 20, y1 + 20), c(44), BF
Next t
For t = 1 To 7500
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
PSet (x1, y1), c(41)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
PSet (x1, y1), c(42)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
PSet (x1, y1), c(43)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
PSet (x1, y1), c(44)
Next t
'Line (5, 5)-(495, 10), c(31), BF
'Line (5, 495)-(495, 490), c(32), BF
'Line (490, 5)-(495, 495), c(33), BF
'Line (5, 5)-(10, 495), c(34), BF
_PutImage (0, 0)-(500, 500), 0, ground2, (0, 0)-(500, 500)
For t = 1 To maxterrain
Line (trx(fr1(t)) - 1, try(fr1(t)))-(trx(fr2(t)) - 1, try(fr2(t))), c(34)
Line (trx(fr1(t)), try(fr1(t)))-(trx(fr2(t)), try(fr2(t))), c(34)
Line (trx(fr2(t)) - 1, try(fr2(t)) - 1)-(trx(fr3(t)) - 1, try(fr3(t)) - 1), c(34)
Line (trx(fr2(t)), try(fr2(t)))-(trx(fr3(t)), try(fr3(t))), c(34)
Line (trx(fr3(t)), try(fr3(t)) - 1)-(trx(fr1(t)), try(fr1(t)) - 1), c(34)
Line (trx(fr3(t)), try(fr3(t)))-(trx(fr1(t)), try(fr1(t))), c(34)
Next t
'_Display
_PutImage (0, 0)-(500, 500), 0, ground1, (0, 0)-(500, 500)
'Sleep
End Sub
Sub makeground2
Dim t, x1, y1
Cls
Line (0, 0)-(500, 500), c(20), BF 'ground background
For t = 1 To 50
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 30, y1 - 30)-(x1 + 30, y1 + 30), c(42), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 50, y1 - 50)-(x1 + 50, y1 + 50), c(41), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 20, y1 - 20)-(x1 + 20, y1 + 20), c(40), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 20, y1 - 20)-(x1 + 20, y1 + 20), c(41), BF
Next t
'Line (5, 5)-(495, 10), c(31), BF
'Line (5, 495)-(495, 490), c(32), BF
'Line (490, 5)-(495, 495), c(33), BF
'Line (5, 5)-(10, 495), c(34), BF
_Display
_PutImage (0, 0)-(500, 500), 0, ground1, (0, 0)-(500, 500)
Sleep
End Sub
Sub maketerrain
Dim t, s, x, y, x1, y1, p, q, p2, ct, ct2, flag
Dim xt, yt, xh, yh, vc, dx, dy, pt(4)
Cls
'Line (0, 0)-(500, 500), c(20), BF 'background
t = 0
x1 = 500: y1 = 500
s = 50
'create points (trx,try,trz)
For x = 0 To x1 Step s
For y = 0 To y1 Step s
t = t + 1
xt = Abs(x): yt = Abs(y)
'trx(t) = x - s: try(t) = y - s
trx(t) = x: try(t) = y
If x > 0 And x < x1 Then
'trz(t) = -2
If y > 0 And y < y1 Then
trz(t) = 0 - Int(Rnd * 20)
'trz(t) = 0
xh = Abs(trx(t) - x1 / 2)
yh = Abs(try(t) - y1 / 2)
vc = _Hypot(xh, yh)
vc = 250 - vc
'If vc < 200 Then trz(t) = trz(t) - (Int(Rnd * vc)) / 3
'trz(t) = trz(t) - (Int(Rnd * vc / 4))
End If
End If
Next y
Next x
'_Display
'Sleep
'create point groups (fr1,fr2,fr3)
p = Int(x1 / s) + 1
q = Int(y1 / s) - 1
p2 = p * q
t = -1
flag = 0
ct = 0
x = 0
Do
For x = 1 To p - 1
t = t + 2
fr1(t) = x + ct
fr2(t) = x + ct + 1
fr3(t) = x + ct + p
fr1(t + 1) = x + ct + 1
fr2(t + 1) = x + ct + p
fr3(t + 1) = x + ct + p + 1
Next x
ct = ct + p
If ct > p2 Then flag = 1
Loop Until flag = 1
maxterrain = t + 1
'Cls
't = t + 1
'For ct = 1 To t
'Print fr1(ct), fr2(ct), fr3(ct)
'Next ct
Cls
For t = 1 To maxterrain
Line (trx(fr1(t)), try(fr1(t)))-(trx(fr2(t)), try(fr2(t))), c(1)
Line (trx(fr2(t)), try(fr2(t)))-(trx(fr3(t)), try(fr3(t))), c(1)
Line (trx(fr3(t)), try(fr3(t)))-(trx(fr1(t)), try(fr1(t))), c(1)
Next t
Cls
'create DEEP array
t = 0
For y = 1 To 11
For x = 1 To 11
t = t + 1
deep(x, y) = trz(t)
Locate y * 3, x * 6
Print deep(x, y)
Next x
Next y
'_Display
'Sleep
'For t = 1 To 10
'test DEEP array
dx = Rnd * 10
dy = Rnd * 10
Locate 40, 1
Print dx, dy
pt(1) = deep(Int(dx) + 1, Int(dy) + 1)
pt(2) = deep(Int(dx) + 2, Int(dy) + 1)
pt(3) = deep(Int(dx) + 1, Int(dy) + 2)
pt(4) = deep(Int(dx) + 2, Int(dy) + 2)
Print pt(1), pt(2)
Print pt(3), pt(4)
'_Display
'Sleep
'Next t
End Sub
Sub makesky
Dim t, y, m
Cls
y = 750
For t = 1 To y
m = 255 * ((750 - t * .65) / 750)
c(99) = _RGBA(200, 200, 255, m)
Line (0, t)-(750, t), c(99)
Next t
'For t = 0 To 750 Step 25 'longituge lines
'Line (t, 0)-(t, 750), c(1)
'Next t
'For t = 0 To 750 Step 25 'latitude lines
'Line (0, t)-(750, t), c(1)
'Next t
'_Display
_PutImage (0, 0)-(750, 750), 0, sky1, (0, 0)-(750, 750)
'Sleep
End Sub
Sub makepallette
Dim t
For t = 0 To 10
Cls
Line (0, 0)-(400, 400), c(t), BF
_PutImage (0, 0)-(400, 400), 0, cbx(t), (0, 0)-(400, 400)
'_Display
'Sleep
Next t
End Sub
Sub colour1
c(0) = _RGB(0, 0, 0)
c(1) = _RGB(255, 255, 255)
c(2) = _RGB(35, 25, 10)
c(3) = _RGB(10, 45, 65)
c(4) = _RGB(40, 50, 10)
c(5) = _RGB(0, 25, 75)
c(6) = _RGB(45, 35, 20)
c(7) = _RGB(150, 150, 150)
c(8) = _RGB(125, 125, 125)
c(9) = _RGB(100, 100, 100)
c(10) = _RGBA(75, 75, 75, 151)
c(11) = _RGB(0, 0, 0)
c(12) = _RGB(35, 25, 10)
c(13) = _RGB(0, 45, 85)
c(14) = _RGB(40, 50, 10)
c(15) = _RGB(0, 25, 75)
c(16) = _RGB(55, 25, 30)
c(17) = _RGB(175, 175, 175)
c(18) = _RGB(100, 100, 100)
c(20) = _RGB(20, 30, 15)
c(31) = _RGB(255, 255, 255)
c(32) = _RGB(255, 0, 0)
c(33) = _RGB(0, 255, 255)
c(34) = _RGB(155, 155, 0)
c(40) = _RGBA(45, 20, 25, 45)
c(41) = _RGBA(50, 50, 30, 50)
c(42) = _RGBA(20, 30, 15, 50)
c(43) = _RGBA(75, 45, 15, 50)
c(44) = _RGBA(40, 60, 30, 50)
c(45) = _RGB(50, 50, 30)
c(46) = _RGB(20, 30, 15)
c(47) = _RGB(55, 45, 15)
c(48) = _RGB(40, 50, 10)
End Sub
Posts: 230
Threads: 25
Joined: Aug 2022
Reputation:
23
Here is a cleaned up version where you are walking on the surface. You can try to follow the moving object.
Controls: Mouse and WASD keys
Code: (Select All) '3d Terrain - james2464 - Jan 2023
'Credit to 3D program and tutorial by MasterGy
Option _Explicit
Randomize Timer
Screen _NewImage(1000, 1000, 32)
Const pip180 = 3.141592 / 180
Dim Shared c(100) As Long
Dim scr, da, db, da2, dega, db2, degb, ss, ap, sqa
Dim sky_points, sky_image, actual_point, asq
Dim wx0, wy0, wz0, wx1, wy1, wz1, wx2, wy2, wz2, wx3, wy3, wz3, sx0, sy0, sx1, sy1, sx2, sy2, sx3, sy3
Dim mousex, mousey, mw, mouse_sens, vec_x, vec_y, vec_z, speed, moving
Dim sp3
Dim t
Dim Shared trx(5000), try(5000), trz(5000) 'terrain points
Dim Shared fr1(5000), fr2(5000), fr3(5000) 'terrain point groups
Dim Shared maxterrain
Dim Shared deep(1000, 1000), ed(4)
Dim Shared xm, ym, xm2, ym2
Dim Shared blx, bly, blz, bla, fx, or1(5)
Cls
colour1
Dim Shared floor1, wall1, wall2, ground1, ground2, sky1, cbx(20)
maketerrain
wall1 = _NewImage(500, 100, 32): makewall
wall2 = _NewImage(500, 100, 32): makewall2
ground1 = _NewImage(500, 500, 32)
ground2 = _NewImage(500, 500, 32): makeground
sky1 = _NewImage(750, 750, 32): makesky
For t = 0 To 10: cbx(t) = _NewImage(400, 400, 32): Next t: makepallette
Dim Shared tximage(200)
For t = 0 To 10: tximage(t) = _CopyImage(cbx(t), 33): Next t
tximage(11) = _CopyImage(ground1, 33)
tximage(12) = _CopyImage(wall1, 33) 'office wall solid
tximage(13) = _CopyImage(wall2, 33) 'office wall with 3 windows
Type mapobject
n As Integer 'object number
x As Single 'x origin
y As Single 'y origin
z As Single 'z origin
x1 As Single
y1 As Single
z1 As Single
x2 As Single
y2 As Single
z2 As Single
x3 As Single
y3 As Single
z3 As Single
x4 As Single
y4 As Single
z4 As Single
ix As Single 'image x
iy As Single 'image y
in As Integer 'image number - tximage()
End Type
Dim Shared raw(100) As mapobject, oo(900) As mapobject
Dim Shared moo(900) As mapobject
'create texture point data array
Dim Shared tx(500, 19), txtot, rawtxtot, mootxtot
'objects and data points
Data 1,0,0,0,-1000,0,200,-1000,0,-200,1000,0,200,1000,0,-200,500,100,12: 'wall
Data 2,0,0,0,-4000,-4000,0,-4000,4000,0,4000,-4000,0,4000,4000,0,500,100,3: 'water
Data 3,0,0,0,-.1,-.1,0,.1,-.1,0,-3,-3,-19,3,-3,-19,100,100,7: 'block
Data 3,0,0,0,-.1,.1,0,.1,.1,0,-3,3,-19,3,3,-19,100,100,7: 'block
Data 3,0,0,0,-.1,-.1,0,-.1,.1,0,-3,-3,-19,-3,3,-19,100,100,5: 'block
Data 3,0,0,0,.1,-.1,0,.1,.1,0,3,-3,-19,3,3,-19,100,100,4: 'block
Data 3,0,0,0,3,-3,-19,3,3,-19,-3,-3,-19,-3,3,-19,100,100,3: 'block top
rawtxtot = 7: txtot = rawtxtot
'read data into array tx()
Dim t2
For t = 1 To txtot
For t2 = 1 To 19
Read tx(t, t2)
Next t2
'create 'raw' objects
raw(t).n = tx(t, 1): raw(t).x = tx(t, 2): raw(t).y = tx(t, 3): raw(t).z = tx(t, 4)
raw(t).x1 = tx(t, 5): raw(t).y1 = tx(t, 6): raw(t).z1 = tx(t, 7)
raw(t).x2 = tx(t, 8): raw(t).y2 = tx(t, 9): raw(t).z2 = tx(t, 10)
raw(t).x3 = tx(t, 11): raw(t).y3 = tx(t, 12): raw(t).z3 = tx(t, 13)
raw(t).x4 = tx(t, 14): raw(t).y4 = tx(t, 15): raw(t).z4 = tx(t, 16)
raw(t).ix = tx(t, 17): raw(t).iy = tx(t, 18): raw(t).in = tx(t, 19)
Next t
'object copies
Dim nn, nc, xc, yc, zc, ac
'nn = 1: nc = 1: xc = 0: yc = 0: zc = 400: ac = 0: objectcopy nn, nc, xc, yc, zc, ac 'wall
nn = 1: nc = 2: xc = 0: yc = 0: zc = 500: ac = 0: objectcopy nn, nc, xc, yc, zc, ac 'water
'moveable object copies
nc = 3: xc = 250: yc = 250: zc = 450: ac = 0: moocopy nc, xc, yc, zc, ac 'block
'create spectator
Dim Shared sp(6)
sp(0) = 250 'X position
sp(1) = 250 'Y
sp(2) = 490 'Z
sp(3) = 0 'looking in the direction of the observer XZ
sp(4) = 0 'looking in the direction of the observer YZ
sp(5) = 1 'multiplier X-Y see
sp(6) = 1 'multiplier Z see
'create screen
scr = _NewImage(1000, 1000 / _DesktopWidth * _DesktopHeight, 32)
Screen scr
_MouseHide
_FullScreen
_Dest scr
_DisplayOrder _Hardware , _Software
'sky install
da = 11 'resolution sphere X
db = 7 'resolution sphere Y
sky_points = da * db
Dim sky_points(sky_points - 1, 9), sq(sky_points - 1, 7)
'sky_image = _LoadImage("sky.jpg", 33)
sky_image = _CopyImage(sky1, 33)
For da2 = 0 To da - 1
dega = 360 / (da - 1) * da2 * pip180
For db2 = 0 To db - 1
degb = 180 / (db - 1) * db2 * pip180
ss = 4000
ap = da2 * db + db2
sky_points(ap, 0) = Sin(degb) * Cos(dega) * ss
sky_points(ap, 1) = Sin(degb) * Sin(dega) * ss
sky_points(ap, 2) = Cos(degb) * ss
Next db2
Next da2
For da2 = 0 To da - 2
For db2 = 0 To db - 2
sqa = da2 * db + db2
sq(sqa, 0) = sqa
sq(sqa, 1) = sq(sqa, 0) + 1
sq(sqa, 2) = sq(sqa, 0) + db
sq(sqa, 3) = sq(sqa, 2) + 1
sq(sqa, 4) = _Width(sky_image) - (_Width(sky_image) / (da - 1) * da2) - 1
sq(sqa, 5) = _Width(sky_image) - (_Width(sky_image) / (da - 1) * (da2 + 1)) - 1
sq(sqa, 6) = Int(_Height(sky_image) / (db - 1) * db2)
sq(sqa, 7) = Int(_Height(sky_image) / (db - 1) * (db2 + 1))
Next db2
Next da2
blx = 425: bly = 250: blz = 490
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
Do
_Limit 40
moveblock
or1(1) = 3: or1(2) = blx: or1(3) = bly: or1(4) = blz: or1(5) = .45: moorotate 'block
processterrain
processtextures
processmootextures
'draw sky *********************************************************************************
't = 1 'use for checkered sky
'rotating
For actual_point = 0 To sky_points - 1
sky_points(actual_point, 4) = sky_points(actual_point, 0)
sky_points(actual_point, 5) = sky_points(actual_point, 1)
sky_points(actual_point, 6) = sky_points(actual_point, 2)
r2m sky_points(actual_point, 4), sky_points(actual_point, 5), sky_points(actual_point, 6)
Next actual_point
For asq = 0 To sky_points - 1
wx0 = sky_points(sq(asq, 0), 4) + 0: wy0 = sky_points(sq(asq, 0), 5) + 0: wz0 = sky_points(sq(asq, 0), 6)
wx1 = sky_points(sq(asq, 1), 4) + 0: wy1 = sky_points(sq(asq, 1), 5) + 0: wz1 = sky_points(sq(asq, 1), 6)
wx2 = sky_points(sq(asq, 2), 4) + 0: wy2 = sky_points(sq(asq, 2), 5) + 0: wz2 = sky_points(sq(asq, 2), 6)
wx3 = sky_points(sq(asq, 3), 4) + 0: wy3 = sky_points(sq(asq, 3), 5) + 0: wz3 = sky_points(sq(asq, 3), 6)
sy0 = sq(asq, 6): sx0 = sq(asq, 4): sy1 = sq(asq, 7): sx1 = sq(asq, 4): sy2 = sq(asq, 6): sx2 = sq(asq, 5): sy3 = sq(asq, 7): sx3 = sq(asq, 5)
't = t * -1 'use for checkered sky
'If t > 0 Then 'use for checkered sky
_MapTriangle (sx0, sy0)-(sx1, sy1)-(sx2, sy2), sky_image To(wx0, wy0, wz0)-(wx1, wy1, wz1)-(wx2, wy2, wz2), , _Smooth
_MapTriangle (sx3, sy3)-(sx1, sy1)-(sx2, sy2), sky_image To(wx3, wy3, wz3)-(wx1, wy1, wz1)-(wx2, wy2, wz2), , _Smooth
'End If 'use for checkered sky
Next asq
' ****************************************************************************************************
_Display
'-------------------------------------------------------------
'mouse input axis movement and mousewheel
'-------------------------------------------------------------
mousex = mousex * .6
mousey = mousey * .6
mw = 0
While _MouseInput: mousex = mousex + _MouseMovementX: mousey = mousey + _MouseMovementY: mw = mw + _MouseWheel: Wend 'movement data read
'control spectator
mouse_sens = .0007 'mouse rotating sensitive
sp(3) = sp(3) - mousex * mouse_sens
sp(4) = sp(4) + mousey * mouse_sens
If Abs(sp(4)) > _Pi / 2 Then sp(4) = _Pi / 2 * Sgn(sp(4))
sp3 = sp(3) + (_KeyDown(Asc("d")) - _KeyDown(Asc("a"))) * 90 * pip180
vec_x = (Sin(sp3) * (Cos(sp(4) + _Pi)))
vec_y = (Cos(sp3) * (Cos(sp(4) + _Pi)))
vec_z = -Sin(sp(4) + _Pi)
If _KeyDown(Asc("a")) Or _KeyDown(Asc("d")) Then vec_z = 0
speed = .5 'moving speed
moving = Abs(_MouseButton(1) Or _KeyDown(Asc("w")) Or _KeyDown(Asc("a")) Or _KeyDown(Asc("d"))) * speed - Abs(_MouseButton(2) Or _KeyDown(Asc("s"))) * speed
sp(0) = sp(0) + vec_x * moving
sp(1) = sp(1) + vec_y * moving
'sp(2) = sp(2) + vec_z * moving
'_PutImage (0, 0)-(150, 150), ground1
'find current terrain location
xm = sp(0) / 50
ym = sp(1) / 50
xm2 = blx / 50
ym2 = bly / 50
If sp(0) > 3 And sp(0) < 498 Then
If sp(1) > 3 And sp(1) < 498 Then
sp(2) = 490 + exact_deep(ym, xm)
End If
Else
sp(2) = 490
End If
Loop Until _KeyDown(27)
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
'=============================================================================================================
Function exact_deep (x, y)
Dim x1, y1, x2, y2, p0, p1, p2, p3, aposx, aposy, q
x1 = Int(x) + 1: x2 = x1 + 1: aposx = x - (x1 - 1)
y1 = Int(y) + 1: y2 = y1 + 1: aposy = y - (y1 - 1)
p1 = deep(x2, y1)
p2 = deep(x1, y2)
If aposx * aposx + aposy * aposy < (1 - aposx) * (1 - aposx) + (1 - aposy) * (1 - aposy) Then
p0 = deep(x1, y1)
q = p0 + aposx * (p1 - p0) + aposy * (p2 - p0)
Else
p3 = deep(x2, y2)
q = p3 + (1 - aposy) * (p1 - p3) + (1 - aposx) * (p2 - p3)
End If
exact_deep = q
End Function
Sub moveblock
Dim nc, ac
Dim t, t2, zt
bla = .003
Dim xt, yt, h, h1, h2, xt2, yt2
xt = blx - 250: yt = bly - 250
h = _Hypot(yt, xt)
h1 = _Atan2(xt, yt)
h2 = h1 - bla
xt2 = Sin(h2) * h
yt2 = Cos(h2) * h
blx = xt2 + 250
bly = yt2 + 250
For t = 1 To mootxtot
If moo(t).n = 3 Then
moo(t).x = blx
moo(t).y = bly
xm2 = blx / 50: ym2 = bly / 50
blz = 499 + exact_deep(ym2, xm2)
moo(t).z = blz
End If
Next t
End Sub
Sub r2m (x, y, z)
Dim x2, y2, z2
x2 = x - sp(0)
y2 = y - sp(1)
z2 = z - sp(2)
rotate_2d x2, y2, sp(3)
rotate_2d y2, z2, sp(4) + _Pi / 2
x = x2 * sp(5)
y = y2 * sp(5)
z = z2 * sp(6)
End Sub
Sub rotate_2d (x, y, ang)
Dim x1, y1
x1 = x * Cos(ang) - y * Sin(ang)
y1 = x * Sin(ang) + y * Cos(ang)
x = x1: y = y1
End Sub
Sub processtextures
Dim t, x, y, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4
For t = 1 To txtot
x1 = oo(t).x1: y1 = oo(t).y1: z1 = oo(t).z1
x2 = oo(t).x2: y2 = oo(t).y2: z2 = oo(t).z2
x3 = oo(t).x3: y3 = oo(t).y3: z3 = oo(t).z3
x4 = oo(t).x4: y4 = oo(t).y4: z4 = oo(t).z4
x = oo(t).ix: y = oo(t).iy
r2m x1, y1, z1
r2m x2, y2, z2
r2m x3, y3, z3
r2m x4, y4, z4
_MapTriangle (0, 0)-(0, y)-(x, 0), tximage(oo(t).in) To(x1, y1, z1)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
_MapTriangle (x, y)-(0, y)-(x, 0), tximage(oo(t).in) To(x4, y4, z4)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
Next t
End Sub
Sub processterrain
Dim t, t2, x, y, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4
Dim xx1, yy1, zz1, xx2, yy2, zz2, xx3, yy3, zz3, xx4, yy4, zz4
Dim flag, ct, scale1, shx, shy, shz, txm
flag = 0
ct = 0
scale1 = 1.
shx = 0 'shift x position
shy = 0 'shift y position
shz = 498 'shift z position
Do
ct = ct + 1
x1 = trx(fr1(ct)): y1 = try(fr1(ct)): z1 = trz(fr1(ct))
x2 = trx(fr2(ct)): y2 = try(fr2(ct)): z2 = trz(fr2(ct))
x3 = trx(fr3(ct)): y3 = try(fr3(ct)): z3 = trz(fr3(ct))
xx1 = x1: yy1 = y1
xx2 = x2: yy2 = y2
xx3 = x3: yy3 = y3
x1 = x1 * scale1: y1 = y1 * scale1: 'z1 = z1 * scale1
x2 = x2 * scale1: y2 = y2 * scale1: 'z2 = z2 * scale1
x3 = x3 * scale1: y3 = y3 * scale1: 'z3 = z3 * scale1
x4 = x4 * scale1: y4 = y4 * scale1: 'z4 = z4 * scale1
x1 = x1 + shx: y1 = y1 + shy: z1 = z1 + shz
x2 = x2 + shx: y2 = y2 + shy: z2 = z2 + shz
x3 = x3 + shx: y3 = y3 + shy: z3 = z3 + shz
x4 = x4 + shx: y4 = y4 + shy: z4 = z4 + shz
r2m x1, y1, z1
r2m x2, y2, z2
r2m x3, y3, z3
txm = 11
_MapTriangle (xx1, yy1)-(xx2, yy2)-(xx3, yy3), tximage(txm) To(x1, y1, z1)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
If ct >= maxterrain Then flag = 1
Loop Until flag = 1
End Sub
Sub objectcopy (nn, nc, xc, yc, zc, ac)
Dim ct, t, t2, xt, yt
ct = 0
For t = 1 To rawtxtot
If raw(t).n = nc Then
ct = ct + 1
t2 = txtot + ct
oo(t2).n = nc: oo(t2).x = xc: oo(t2).y = yc: oo(t2).z = zc
xt = raw(t).x1: yt = raw(t).y1: xyrotation xt, yt, ac: oo(t2).x1 = xt + xc: oo(t2).y1 = yt + yc: oo(t2).z1 = raw(t).z1 + zc
xt = raw(t).x2: yt = raw(t).y2: xyrotation xt, yt, ac: oo(t2).x2 = xt + xc: oo(t2).y2 = yt + yc: oo(t2).z2 = raw(t).z2 + zc
xt = raw(t).x3: yt = raw(t).y3: xyrotation xt, yt, ac: oo(t2).x3 = xt + xc: oo(t2).y3 = yt + yc: oo(t2).z3 = raw(t).z3 + zc
xt = raw(t).x4: yt = raw(t).y4: xyrotation xt, yt, ac: oo(t2).x4 = xt + xc: oo(t2).y4 = yt + yc: oo(t2).z4 = raw(t).z4 + zc
oo(t2).ix = raw(t).ix: oo(t2).iy = raw(t).iy: oo(t2).in = raw(t).in
End If
Next t
txtot = txtot + ct
End Sub
Sub moocopy (nc, xc, yc, zc, ac)
Dim ct, t, t2, xt, yt
ct = 0
For t = 1 To rawtxtot
If raw(t).n = nc Then
ct = ct + 1
t2 = mootxtot + ct
moo(t2).n = nc: moo(t2).x = xc: moo(t2).y = yc: moo(t2).z = zc
xt = raw(t).x1: yt = raw(t).y1: xyrotation xt, yt, ac: moo(t2).x1 = xt: moo(t2).y1 = yt: moo(t2).z1 = raw(t).z1
xt = raw(t).x2: yt = raw(t).y2: xyrotation xt, yt, ac: moo(t2).x2 = xt: moo(t2).y2 = yt: moo(t2).z2 = raw(t).z2
xt = raw(t).x3: yt = raw(t).y3: xyrotation xt, yt, ac: moo(t2).x3 = xt: moo(t2).y3 = yt: moo(t2).z3 = raw(t).z3
xt = raw(t).x4: yt = raw(t).y4: xyrotation xt, yt, ac: moo(t2).x4 = xt: moo(t2).y4 = yt: moo(t2).z4 = raw(t).z4
moo(t2).ix = raw(t).ix: moo(t2).iy = raw(t).iy: moo(t2).in = raw(t).in
End If
Next t
mootxtot = mootxtot + ct
End Sub
Sub moorotate
Dim t, x1, y1, x2, y2, x3, y3, x4, y4
For t = 1 To mootxtot
If moo(t).n = or1(1) Then
x1 = moo(t).x1: y1 = moo(t).y1
xyrotation x1, y1, or1(5)
x2 = moo(t).x2: y2 = moo(t).y2
xyrotation x2, y2, or1(5)
x3 = moo(t).x3: y3 = moo(t).y3
xyrotation x3, y3, or1(5)
x4 = moo(t).x4: y4 = moo(t).y4
xyrotation x4, y4, or1(5)
moo(t).x1 = x1: moo(t).y1 = y1
moo(t).x2 = x2: moo(t).y2 = y2
moo(t).x3 = x3: moo(t).y3 = y3
moo(t).x4 = x4: moo(t).y4 = y4
End If
Next t
End Sub
Sub processmootextures
Dim t, x, y, x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4
For t = 1 To mootxtot
x1 = moo(t).x1 + moo(t).x: y1 = moo(t).y1 + moo(t).y: z1 = moo(t).z1 + moo(t).z
x2 = moo(t).x2 + moo(t).x: y2 = moo(t).y2 + moo(t).y: z2 = moo(t).z2 + moo(t).z
x3 = moo(t).x3 + moo(t).x: y3 = moo(t).y3 + moo(t).y: z3 = moo(t).z3 + moo(t).z
x4 = moo(t).x4 + moo(t).x: y4 = moo(t).y4 + moo(t).y: z4 = moo(t).z4 + moo(t).z
x = moo(t).ix: y = moo(t).iy
r2m x1, y1, z1
r2m x2, y2, z2
r2m x3, y3, z3
r2m x4, y4, z4
_MapTriangle (0, 0)-(0, y)-(x, 0), tximage(moo(t).in) To(x1, y1, z1)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
_MapTriangle (x, y)-(0, y)-(x, 0), tximage(moo(t).in) To(x4, y4, z4)-(x2, y2, z2)-(x3, y3, z3), , _Smooth
Next t
End Sub
Sub objrotate
Dim t, x1, y1, x2, y2, x3, y3, x4, y4
For t = 1 To txtot
If oo(t).n = or1(1) Then
x1 = oo(t).x1 - or1(2): y1 = oo(t).y1 - or1(3)
xyrotation x1, y1, or1(5)
x2 = oo(t).x2 - or1(2): y2 = oo(t).y2 - or1(3)
xyrotation x2, y2, or1(5)
x3 = oo(t).x3 - or1(2): y3 = oo(t).y3 - or1(3)
xyrotation x3, y3, or1(5)
x4 = oo(t).x4 - or1(2): y4 = oo(t).y4 - or1(3)
xyrotation x4, y4, or1(5)
oo(t).x1 = x1 + or1(2): oo(t).y1 = y1 + or1(3)
oo(t).x2 = x2 + or1(2): oo(t).y2 = y2 + or1(3)
oo(t).x3 = x3 + or1(2): oo(t).y3 = y3 + or1(3)
oo(t).x4 = x4 + or1(2): oo(t).y4 = y4 + or1(3)
End If
Next t
End Sub
Sub xyrotation (x, y, a)
Dim xt, yt, h, h1, h2, xt2, yt2
xt = x: yt = y
h = _Hypot(yt, xt)
h1 = _Atan2(xt, yt)
h2 = h1 - a
xt2 = Sin(h2) * h
yt2 = Cos(h2) * h
x = xt2
y = yt2
End Sub
Sub makefloor
Dim t, x1, y1
Cls
Line (0, 0)-(500, 500), c(18), BF 'floor background
For t = 1 To 6000
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500): PSet (x1, y1), c(0)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500): PSet (x1, y1), c(2)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500): PSet (x1, y1), c(3)
Next t
'_Display
_PutImage (0, 0)-(500, 500), 0, floor1, (0, 0)-(500, 500)
'Sleep
End Sub
Sub makewall
Dim t, x1, y1
Cls
Line (0, 0)-(500, 100), c(7), BF 'wall background
For t = 1 To 6000
x1 = Int(Rnd * 500): y1 = Int(Rnd * 100): PSet (x1, y1), c(8)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 100): PSet (x1, y1), c(9)
Next t
'_Display
_PutImage (0, 0)-(500, 100), 0, wall1, (0, 0)-(500, 100)
_ClearColor c(0), wall1
'Sleep
End Sub
Sub makewall2
Dim t, x1, y1
Cls
Line (0, 0)-(500, 100), c(7), BF 'wall2 background
For t = 1 To 6000
x1 = Int(Rnd * 500): y1 = Int(Rnd * 100): PSet (x1, y1), c(8)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 100): PSet (x1, y1), c(9)
Next t
Line (70, 25)-(150, 75), c(0), BF
Line (210, 25)-(290, 75), c(0), BF
Line (350, 25)-(430, 75), c(0), BF
'_Display
_PutImage (0, 0)-(500, 100), 0, wall2, (0, 0)-(500, 100)
_ClearColor c(0), wall2
'Sleep
End Sub
Sub makeground
Dim t, x1, y1
Cls
Line (0, 0)-(500, 500), c(40), BF 'ground background
For t = 1 To 55
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 30, y1 - 30)-(x1 + 30, y1 + 30), c(41), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 50, y1 - 50)-(x1 + 50, y1 + 50), c(42), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 20, y1 - 20)-(x1 + 20, y1 + 20), c(43), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 20, y1 - 20)-(x1 + 20, y1 + 20), c(44), BF
Next t
For t = 1 To 7500
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
PSet (x1, y1), c(41)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
PSet (x1, y1), c(42)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
PSet (x1, y1), c(43)
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
PSet (x1, y1), c(44)
Next t
'Line (5, 5)-(495, 10), c(31), BF
'Line (5, 495)-(495, 490), c(32), BF
'Line (490, 5)-(495, 495), c(33), BF
'Line (5, 5)-(10, 495), c(34), BF
_PutImage (0, 0)-(500, 500), 0, ground2, (0, 0)-(500, 500)
' For t = 1 To maxterrain
'Line (trx(fr1(t)) - 1, try(fr1(t)))-(trx(fr2(t)) - 1, try(fr2(t))), c(34)
'Line (trx(fr1(t)), try(fr1(t)))-(trx(fr2(t)), try(fr2(t))), c(34)
'Line (trx(fr2(t)) - 1, try(fr2(t)) - 1)-(trx(fr3(t)) - 1, try(fr3(t)) - 1), c(34)
'Line (trx(fr2(t)), try(fr2(t)))-(trx(fr3(t)), try(fr3(t))), c(34)
'Line (trx(fr3(t)), try(fr3(t)) - 1)-(trx(fr1(t)), try(fr1(t)) - 1), c(34)
'Line (trx(fr3(t)), try(fr3(t)))-(trx(fr1(t)), try(fr1(t))), c(34)
'Next t
'_Display
_PutImage (0, 0)-(500, 500), 0, ground1, (0, 0)-(500, 500)
'Sleep
End Sub
Sub makeground2
Dim t, x1, y1
Cls
Line (0, 0)-(500, 500), c(20), BF 'ground background
For t = 1 To 50
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 30, y1 - 30)-(x1 + 30, y1 + 30), c(42), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 50, y1 - 50)-(x1 + 50, y1 + 50), c(41), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 20, y1 - 20)-(x1 + 20, y1 + 20), c(40), BF
x1 = Int(Rnd * 500): y1 = Int(Rnd * 500)
Line (x1 - 20, y1 - 20)-(x1 + 20, y1 + 20), c(41), BF
Next t
'Line (5, 5)-(495, 10), c(31), BF
'Line (5, 495)-(495, 490), c(32), BF
'Line (490, 5)-(495, 495), c(33), BF
'Line (5, 5)-(10, 495), c(34), BF
_Display
_PutImage (0, 0)-(500, 500), 0, ground1, (0, 0)-(500, 500)
Sleep
End Sub
Sub maketerrain
Dim t, s, x, y, x1, y1, p, q, p2, ct, ct2, flag
Dim xt, yt, xh, yh, vc, dx, dy, pt(4)
Cls
'Line (0, 0)-(500, 500), c(20), BF 'background
t = 0
x1 = 500: y1 = 500
s = 50
'create points (trx,try,trz)
For x = 0 To x1 Step s
For y = 0 To y1 Step s
t = t + 1
xt = Abs(x): yt = Abs(y)
'trx(t) = x - s: try(t) = y - s
trx(t) = x: try(t) = y
If x > 0 And x < x1 Then
'trz(t) = -2
If y > 0 And y < y1 Then
trz(t) = 0 - Int(Rnd * 20)
'trz(t) = 0
xh = Abs(trx(t) - x1 / 2)
yh = Abs(try(t) - y1 / 2)
vc = _Hypot(xh, yh)
vc = 250 - vc
'If vc < 200 Then trz(t) = trz(t) - (Int(Rnd * vc)) / 3
'trz(t) = trz(t) - (Int(Rnd * vc / 4))
End If
End If
Next y
Next x
'_Display
'Sleep
'create point groups (fr1,fr2,fr3)
p = Int(x1 / s) + 1
q = Int(y1 / s) - 1
p2 = p * q
t = -1
flag = 0
ct = 0
x = 0
Do
For x = 1 To p - 1
t = t + 2
fr1(t) = x + ct
fr2(t) = x + ct + 1
fr3(t) = x + ct + p
fr1(t + 1) = x + ct + 1
fr2(t + 1) = x + ct + p
fr3(t + 1) = x + ct + p + 1
Next x
ct = ct + p
If ct > p2 Then flag = 1
Loop Until flag = 1
maxterrain = t + 1
'Cls
't = t + 1
'For ct = 1 To t
'Print fr1(ct), fr2(ct), fr3(ct)
'Next ct
Cls
For t = 1 To maxterrain
Line (trx(fr1(t)), try(fr1(t)))-(trx(fr2(t)), try(fr2(t))), c(1)
Line (trx(fr2(t)), try(fr2(t)))-(trx(fr3(t)), try(fr3(t))), c(1)
Line (trx(fr3(t)), try(fr3(t)))-(trx(fr1(t)), try(fr1(t))), c(1)
Next t
Cls
'create DEEP array
t = 0
For y = 1 To 11
For x = 1 To 11
t = t + 1
deep(x, y) = trz(t)
Locate y * 3, x * 6
Print deep(x, y)
Next x
Next y
'_Display
'Sleep
'For t = 1 To 10
'test DEEP array
dx = Rnd * 10
dy = Rnd * 10
Locate 40, 1
Print dx, dy
pt(1) = deep(Int(dx) + 1, Int(dy) + 1)
pt(2) = deep(Int(dx) + 2, Int(dy) + 1)
pt(3) = deep(Int(dx) + 1, Int(dy) + 2)
pt(4) = deep(Int(dx) + 2, Int(dy) + 2)
Print pt(1), pt(2)
Print pt(3), pt(4)
'_Display
'Sleep
'Next t
End Sub
Sub makesky
Dim t, y, m
Cls
y = 750
For t = 1 To y
m = 255 * ((750 - t * .65) / 750)
c(99) = _RGBA(200, 200, 255, m)
Line (0, t)-(750, t), c(99)
Next t
'For t = 0 To 750 Step 25 'longituge lines
'Line (t, 0)-(t, 750), c(1)
'Next t
'For t = 0 To 750 Step 25 'latitude lines
'Line (0, t)-(750, t), c(1)
'Next t
'_Display
_PutImage (0, 0)-(750, 750), 0, sky1, (0, 0)-(750, 750)
'Sleep
End Sub
Sub makepallette
Dim t
For t = 0 To 10
Cls
Line (0, 0)-(400, 400), c(t), BF
_PutImage (0, 0)-(400, 400), 0, cbx(t), (0, 0)-(400, 400)
'_Display
'Sleep
Next t
End Sub
Sub colour1
c(0) = _RGB(0, 0, 0)
c(1) = _RGB(255, 255, 255)
c(2) = _RGB(35, 25, 10)
c(3) = _RGB(10, 45, 65)
c(4) = _RGB(40, 50, 10)
c(5) = _RGB(0, 25, 75)
c(6) = _RGB(45, 35, 20)
c(7) = _RGB(150, 150, 150)
c(8) = _RGB(125, 125, 125)
c(9) = _RGB(100, 100, 100)
c(10) = _RGBA(75, 75, 75, 151)
c(11) = _RGB(0, 0, 0)
c(12) = _RGB(35, 25, 10)
c(13) = _RGB(0, 45, 85)
c(14) = _RGB(40, 50, 10)
c(15) = _RGB(0, 25, 75)
c(16) = _RGB(55, 25, 30)
c(17) = _RGB(175, 175, 175)
c(18) = _RGB(100, 100, 100)
c(20) = _RGB(20, 30, 15)
c(31) = _RGB(255, 255, 255)
c(32) = _RGB(255, 0, 0)
c(33) = _RGB(0, 255, 255)
c(34) = _RGB(155, 155, 0)
c(40) = _RGBA(45, 20, 25, 45)
c(41) = _RGBA(50, 50, 30, 50)
c(42) = _RGBA(20, 30, 15, 50)
c(43) = _RGBA(75, 45, 15, 50)
c(44) = _RGBA(40, 60, 30, 50)
c(45) = _RGB(50, 50, 30)
c(46) = _RGB(20, 30, 15)
c(47) = _RGB(55, 45, 15)
c(48) = _RGB(40, 50, 10)
End Sub
Posts: 2,700
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Joined: Apr 2022
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+1 really nice! still no Minerva but might be lonely anyway without QB64pe Forum.
b = b + ...
Posts: 230
Threads: 25
Joined: Aug 2022
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(01-11-2023, 10:34 PM)bplus Wrote: +1 really nice! still no Minerva but might be lonely anyway without QB64pe Forum.
I was trying to figure out what Minerva was
I'll see if I can add it.
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